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GM Screen Lancer
GM Screen Lancer
be taking into the field. Oportunities to change their gear might • Full Tech: Perform two Quick Tech actions (potentially FULL ACTIONS:
STAGE 1: BRIEFING arise later on, but this is what they start the mission with. ATTACKING the same) or one more complex tech action (pg. 71). TIERS • Barrage: Attack with up to two weapons
Determine the situation, the goal, and the stakes. MELEE ATTACK • Mount/Dismount: Get in and out of the mech. Getting T1: LL1-4 • T2: LL5-8 • T3: LL9-12 or one Superheavy weapon.
THE SITUATION STAGE 3: RESERVES 1d20 + Grit » Evasion out requires an adjacent free space (pg. 71). • Full Tech: use a Full Tech option only.
Establish clearly what the players know about the Now the players establish the reserves they will be bringing Threat. Ignores cover • Boot Up: Power up a Shut Down mech, ending the ACTIONS • Improvised Attack: Melee attack with a
mission and the situation on the ground along with them for the mission. This stage is important to condition. Requires you to pilot the mech (pg. 71). bomus of +1/2/3 and 3/4/6 damage.
QUICK ACTIONS:
define what is avaliable in a mission and to prevent unnecessary TECH ATTACK • Skill Check: Any action not covered by other • Stabilize: the NPC clears all heat and Exposed
THE GOAL • Boost: The NPC moves equal their speed.
attempts to acquire items or discussions as to who has what. 1d20 + Tech » E-Defense actions that has a clear goal (pg. 72). and reloads all Loading weapons.
Regardless of the situation, the goal is what the • Grapple: Melee attack with a bomus of +1/2/3.
Sensors and Line of Sight. Ignores cover • Stabilize: Choose one of the following:
players hope to achieve. This might align with the • Hide: the NPC hides. REACTIONS:
• Cool mech, resetting heat and removing Exposed.
objectives set by the GM, or it might not. STAGE 4: BOOTS ON THE GROUND RANGED ATTACK • Spend 1 Repair to restore all HP.
• Prepare: the NPC prepares a Quick Action. • Overwatch: Take a Skirmish action when a character
Now the game cuts straight to the players' arrival to • Skirmish: The NPC attacks with a non-Superheavy weapon. starts movement within Threatthreat of the NPC.
THE STAKES 1d20 Grit » Evasion And one of the following:
the mission scene. This doesn't necessarily mean • Ram: Melee attack with a bomus of +1/2/3.
The stakes are the possible mission outcomes and their Range and Line of Sight • Reload all Loading weapons.
that they will start in combat straight away. • Quick Tech: choose one of Invade, Lock On,
significance. The consecuences of whatever result the +1difficulty when Engaged • Clear any Burn from your mech.
or a Quick Tech option on their profile.
mission has. Decided by the GM, but affected by the players. +1difficulty with Soft Cover • Clear a condition not caused by any of your systems.
STAGE 5: DEBRIEF +2difficulty with Hard cover • End one of one of these conditions affecting
• Search: The NPC searches for a hidden target.
After the mission the players have a moment to yourself or an ally: Jammed, Impaired, Lock
STAGE 2: PREPARATION
STATUSES AND CONDITIONS
breathe, now it is the time for levelling up and to On, Immobilized, Slowed (pg. 71).
In this stage players choose their mechs and the gear they will talk about the mission they just went through. HARM
• Roll damage with relevant reductions or increases
• Subtract target’s armor from total. QUICK TECH
NARRATIVE PLAY • Other reductions are applied, such as • Bolster: Target gets +2 Accuracy on next skill • Danger zone: Enables some attacks, talents and • Shut Down:
Resistance, talents, or reactions. check or save before the end of its next turn. effects. Gained when a mech has half or more heat. • All heat and Exposed is cleared
• Remaining damage is subtracted from HP • Scan: Make a Tech Attack, and learn either: The target’s • Down and out: Unconscious and Stunned, • Cascading NHPs are restored
• On reaching 0 HP, take 1 Structure damage, roll for effects full stats, weapons, and systems; or hidden information any more damage means death. Regain • Statuses caused by Tech actions are removed.
• Resources: Resources will be expended about the target. (Current mission, pilot ID, info caches
SKILL CHECKS (d6 equal to the accumulated structure damage, pick the consciousness and half HP after resting. • Immune to Tech actions.
• Collateral: Someone or something onboard, etc.); or publicly available information.
Only necessary to determine the outcome of tense or lowest) and restore HP. Subtract any excess damage to new • Engaged: Gained when adjacent to a hostile • Stunned inefinitely
takes unintended damage • Lock-On: Target gets the Lock On condition.
complicated actions, mundane tasks will usually always suceed. HP pool. On reaching 0 Sturcture, the mech is destroyed. character. If engaging by a target of equal or larger • Immobilized: Cannot make voluntary movements
• Position: Put in a bad position, literally or figuratively • Invade: Target takes 1d3heat, and choose one:
• Name the goal size, stop and lose all remeining movement. • Impaired: +1 Difficulty on all attacks, saves, and skill checks.
• Effectiveness: The action is less effective • Fragment Signal/Feed Misinformation: Target is Impaired.
• The GM explains the consequences of failure than intended, or dangerously effective. QUICK ACTIONS • Restricting Code: Target is Slowed.
• Exposed: All kinetickinetic, explosiveexplosive and • Jammed: character can’t
• Determine relevant triggers and whether your • Skirmish: Attack with one weapon (excluding superheavy) energyenergy damage is doubled. • Use comms
SKILL CHALLENGE • Attack Systems: inflict an additional 1d3heat. • Hidden: Hidden characters can’t be targeted by • Attack other than Improvised Attack, Grapple, and Ram
background applies (+1accuracy or +1difficulty) • Boost: Move your Speed again.
• Roll the skill check, 10+ accomplishes the goal When a group does a check in concert. Determined • Ram: Melee attack to knock target prone/back one space. hostile attacks or actions, don’t cause Engaged, • Take reactions, or benefit from tech actions.
by the proportion of successful rolls. • Grapple: Melee attack to grapple (pg. 69). OVERCHARGE and their location is only approximately known. • Lock On: Consumed for +1accuracy on attack.
TEAMWORK • Hide: Attampt to hide, requires lack of line of sight (pg. 69). • Push a mech past its limits, gaining an extra quick • Invisible: Attacks against Invisible targets have a • Shredded: character doesn’t get Armor or Resistance.
If people are helping, add +1 accuracy to the action as a free action at the cost of heat.
COMBAT IN NARRATIVE PLAY • Search: Look for a Hidden target (pg. 69). 50% chance to miss. Can Hide without cover. • Slowed: can only make a standard move.
roll, regardless of how many help • Self-Destruct: Set a mech to explode with Burst 2, 4d6explosive • Heat taken: 1, 1d3, 1d6, then 1d6+4 according • Prone: Attacks against prone target receive • Stunned: cannot Overcharge, move, or take
It is resolved using relevant skill checks, it is not necessary
to track hp or stats. To make combat more structured, dmg. at the end of the next turn or up to 2 turns later. (pg. 71). to uses since last Full Repair (pg. 73). +1accuracy. Prone characters are Slowed and any Actions. Pilots can still Mount, Dismount,
DIFFICULT, RISKY, HEROIC ROLLS
Depending on the check in question, the GM can skill challenges can be used, or a combat can be split • Shut Down: Mech gains the Shut Down status. (pg. 72). count as moving in Difficult Terrain. or Eject. Stunned mechs have a maximum of 5
decide if it's gonna be Difficult, Risky, or Heroic. into multiple sub-parts that need to be overcome. • Eject: Dismount your mech, flying 6 REACTIONS Evasion and fail all Hull and Agility checks
• Difficult rolls have +1 difficulty spaces in any direction (pg. 71). • Brace: Brace a mech for impact, reducing damage
HIT POINTS, DAMAGE, AND INJURY at the cost of next turn’s actions (pg. 73).
• Risky rolls has clear complications in rolls • Prepare: Ready a quick action to be used as a reaction.
• Minor damage is 1–2 damage. Minor damage • Overwatch: Attack a nearby target if
under 20. Risky rolls can also be difficult • Quick Tech: Make a tech attack to choose STRUCTURE DAMAGE TABLE
might be a result of being shot by small arms fire, it attempts to move (pg. 73).
• Heroic rolls are only successful on a 20+. one of the Quick Tech actions (pg. 69).
stabbed, punched, or being hit by a flying rock. Emergency systems kick in and stabilize your mech, but it’s Impaired until the end
Heroic rolls can also be difficult 5-6 Glancing Blow
• Major damage is 3–5. Major damage might of your next turn.
PUSHING IT be dealt by assault and heavy weapons, long FULL ACTIONS PILOT ACTIONS
• Barrage: Attack with two weapons, or Pilots on foot can take the following actions and Roll 1d6. On a 1–3, all weapons on one mount of your choice are destroyed;
Try again, regular becomes risky, risky falls, toxic gas, or exposure to vacuum.
one superheavy one (pg. 71). reactions: Boost, Hide, Search, Activate, Skill on a 4–6, a system of your choice is destroyed. Limited systems and
becomes heroic with GM approval. • Lethal damage is 6+. Lethal damage is catastrophic – a
• Improvised Attack: Attack unarmed or with an Check, Disengage, Prepare, Overwatch, and Brace. 2-4 System Trauma weapons that are out of charges are not valid choices. If there are no valid
pilot might receive it if a mech falls on them, they’re hit by a
CONSEQUENCES improvised melee weapon for 1d6kinetic damage (pg. 71). They also get the following unique actions (pg. 74): choices remaining, it becomes the other result. If there are no valid systems
mech-scale weapon, or a grenade blows up under them.
When a regular roll fails, or a Risky roll is not critically • Disengage: Until the end of your turn, movement ignores • Fight (full): Attack with one weapon. or weapons remaining, this result becomes a Direct Hit instead.
Pilots can have Armor of 1 or 2. Armor is ignored
successful, the player has to face the consequences. engagement, and won’t provoke reactions (pg. 71). • Jockey (full): Attempt to climb and attack a mech.
by dramatic events or AP weapons.
• Reload (quick): Reload a pilot weapon with the Loading tag. The result depends on your mech’s remaining Sturcture:
• Harm: regular 1-2, dangerous 3-5, deadly 6+ DOWN AND OUT • 3+ Sturcture: Your mech is Stunned until the end of your next turn.
• Time: The action will take longer than usual On reaching 0 HP, pilots must roll 1d6 on the following table: 1 Direct Hit • 2 Sturcture: Roll a Hull check. On a success, your mech is Stunned
RESERVES
RESOURCES TACTICAL ADV. MECH GEAR
1-2 Access 1-2 Scouting 1-2 Ammo +1/+2 uses for Loadin equip.
3-4 Backing 3-4 Vehicle 3-4 Rented gear Access to unlicened equipment
5-6 Supplies 5-6 Reinforcements 5-6 Extra repairs +2 Repair Cap
7-8 Disguise 7-8 Env. shielding 7-8 CORE battery +1 CORE
9-10 Diversion 9-10 Accuracy 9-10 Deployable shield Size 1, burst 2 soft cover once
11-12 Blackmail 11-12 Bombardment 11-12 Redundant repair Stabilize as a free action once
13-14 Reputation 13-14 Ext. Harness 13-14 Sys. reinforcement +1 Accuracy for checks in one skill
15-16 Safe Harbor 15-16 Ambush 15-16 Smart ammo All weapons get Smart
17-18 Tracking 17-18 Orbital drop 17-18 Boosted servos Immunity to Slowed
19-20 Knowledge 19-20 NHP Assistant 19-20 Jump jets Get jumpjet system