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T URN ELEMENTS NO REPEATS / ROUND ( unle ss noted — Or o v erc h ar g )

p rotoco l s M ove m ent Actions overchar g e


Roll m odifiers
A RA Y + 6.

Climb: costs 2x/height.

Mo 2 N
 N

Unlimited

k ee
Only usable at the start
ve up to your Speed. 
 /TUR 1/TUR 1/turn at any time,
CCU C : d

of your turn, before


B oost to move again.

Jump: 1/2 Speed in a


QUICK O R FULL break the normal rules
DI FF I UL Y - 6.

C T : d

p h gh
( )
straight line forward; or,
actions and movement.
ACT ION ACT ION to re per form an 

Stacks KH.


x Ac .


Size upward + 1 forward.

Accuracy/Difficulty dice

i
Quick tion
D ff c
e tra
i i ult Terrain: 
 Falling: 3+ spaces, take
Y ou can break up your
cancel 1:1 before rolling.

RI AL

est
2x move cost to enter.
1 AP Kinetic per space. 

Each Overcharge costs
C TIC HIT: 

/

C
movement with actions,
Obstruction: Minimum 3, max 9.

F
an’t move an increasing amount
final result of 20+ (incl .
but can’t interrupt an
turn

ree actions
through objs/foes ≥ size.
Flight: Adjust altitude by
action with movement.
of Heat.
accuracy/difficulty): R oll
Usable anytime during 

C ≤ Speed, per move. Flight 2x damage dice, K H .


LO 1 1d3 1d6 1d6+4
an’t end movement in
your turn. paths are nominal S: All actions require
3 R 6
L
other characters’ spaces.
1d : oll 1d , result/2.

Of R
Free actions, if available,
E ngagement: When
‘straight lines’. Immune ine Sight, measured

LOS H Halving: ound up.


Ro
( eat cost resets 


R
to Prone. Immediately edge to edge. is
can repeat other actions.
entering adjacency with 
 ll vs. target number:
upon Full epair.)
fall if you can’t / don’t broken by large terrain.
a ≥ size foe, your current meets beats.

move. Altitude 10+: move


movement halts & is lost.
and boost only.

M l e ee L OS / t h reat
ACC ./Diff.

Attacks R g
an ed

+ C v o er +
L OS

En g g
/

a
Ran

ement
ge
1d20 +GR T I VS THE IR EVADE

Ranged Only
C over is measured center to center, - - WEAPONLESS ATTACKS
and provided by terrain features.

OVER
S OFT C

foe visually obscured


1 Ram Grapple
ARD OVER Adjacent Melee A djacent M elee
ALL C ' B R
H C
2 If target is ≤ size: 
 : an t oost or eact.

foe adj. to barrier

EN A ED
G G Skirmish Barrage Inflict 1 knockback 
 SMALLER : Immobilized/dragged 


foe adj. to attacker


1
MELEE OR RANGED MELEE OR RANGED and/or Prone.
by larger character s movement. '
other m odifiers Attack with a 
 Attack with 
 (Slowed, all terrain
S AME SI ZE S

Bonus D amage is granted by some weapon mount. 
 2 weapon mounts difficult, +1 Accuracy Initiator starts with ‘larger’ status.

traits and systems. If untyped, choose 



To attack twice, 
 (can’t move between
when targeted). Protocol 1d20 +H ULL v
1d20 +H ULL
C H C
s

a damage type to inherit.


ont. ull heck for ‘larger’ status.
use a Barrage. the attacks). 

AU AUX/ X: Fire in either order,


2nd attack deals no B onus Damage.

Or, use one 



t o en d gra pple
Superheavy Weapon.
MAIN AU / X: Fire in either order, 

Improv.attack Any Forced Movement/Knockback.

NI IA OR
B Damage.

Adjacent Melee I T T

Free action

aux never deals onus


Let
A Eff (AOE)
Attack without 
 go.
Of
rea ect : Attack roll for
a weapon.
 DE ENDER
F

Quick action
each target. Multiple hits: 1 damage
Deals 1d6 Kinetic. 1d20 +H ULL v
1d20 +H ULL
C H C
s
roll applied to all targets 


(with half B onus Damage).

ont. ull heck to break grapple.

ACC ./Diff.

Tech actions
tech L OS / Sen s or Ran g e
1d20 +T . ATK VS THE IR E.DEF

Tech attacks

Some installed

S n ca Bo ls ter Lock O n I n vade


s ystems provide

Q - Fu ll Tech
h
additional uick
No Roll No Roll attac k
No roll Tec
Use/repeat 2 Quick
Ask G M for one: G rant a mech 
 Inflict the 
 Inflict 2 Heat and
Tech actions/attacks.
Techs as one action

Full Stats
+2 Acc urac y 
 Loc k -On condition.
an Invasion effect. (can’t move between
on their next 

One piece of (Any attack can the techs). Or, use
Check or Save.
1 Default effect :

R G G L

hidden info consume a hostile one system with the

All generic /
 (Until end of their next


Lock On for
target’s
F A MENT SI NA
Full Tech tag.

C +
+1 Accuracy).
turn.) ( an’t be stacked.) Target is Impaired
public info
Slowed until the end

of their next turn.

quick-techs

Genera lA ctions reactions


max

NO
1 reaction/turn


REPEATS/ROUND

If unspecified, reactions resolve after their trigger.

S ill
k check prepare
1d20 +HASE v Pick a trigger and an
s
10
1d20 +SKILL unused quick action

Use Mech H ASE or a to turn it into a

s S biliz R
Overwatch Brace
Pilot Skill Trigger to eaction until your
Boo t ta e When an enemy When taking

G et e x tra movement [1] C hoose one:


take significant

action outside normal


next turn.

starts movement damage:

up to your speed.
C lear all Heat combat rules.
Using any other 


re/actions drops your


inside your Threat,

Halve the 


and Exposed. .

 immediately
damage/heat/burn.

R
prepared reaction

estore all HP,

costs 1 R epair.

Dis ng g e a e
Skirmish against

them with the


Until end of your

Prepared actions always next turn, attacks


The rest of your turn

t

threatening weapon.

resolve after the trigger.


ignores engagemen against you have +1

[2] Choose another: and doesn’t provoke


(Every weapon has 

difficulty; you get

R
default 1 Threat.)

R
Some installed only 1 quick action.

eactions. (Foes can’t


eload all
s ystems provide
Overwatch
.


against you.) (No reactions or 

loading weapons.

C
additional actions standard movement).
lear all Burn.

Deploying mines,
C lear a Hide S earch

drones, etc. is
Condition on
If in H C ard over, out
Sen s or s ,cont.checkS HULL, agility, systems, engineering
v
yourself or an
ofLOS, or Invisible:
 1d20 Y
+S S s 1d20 +AGI Saves 1d20 +HASE
v
SAVE TARGET
usually/by default a 

R
s

Q uick Action.
adjacent ally.
Become Hidden:
 eveal a Hidden
Checks 1d20 +HASE
v

s
10

you can’t be targeted.


character in 


LOS / Sensor Range.


v
Contested Checks 1d20 +HASE s 1d20 +HASE
(AOE attacks and effects

may still hit you.)


heliotrope 2023
Lancer action


reference sheet heliospectral.itch.io/lancer-action-reference-sheet - v.2.0.2 pg.1


DAMAGE TYPES Statuses Conditions

I ETIC

K N ENGAGED: Upon DANGER ZONE: While HIDDEN: See “Hide”. SLOWED: Can only LOCK ON: Incoming
ENERGY
 entering adjacency with at ≥ half Heat: No innate Can’t be targeted (except take Standard Movement; attack can consume for
EXPLOSIVE
a ≥ size foe, current effect.
by AOEs). Ends upon no boosts/special moves.
+1 accuracy (foes only).

BURN: AP, accrues. movement halts and is EXPOSED: 2x taking any combative IMMOBILIZED: Can’t SHREDDED: Disables
lost. While adjacent to a
End of Turn: vENGI check. 

 Incoming Kinetic, action, Boosting, forcing voluntarily move (can be Armor and Resistance.

1d20 +ENGI s 10 Foe, take +1 Difficulty to Explosive, Energy dmg. a save, or losing cover.
involuntary moved).
IMPAIRED: Gain 1
Succeed: Clear all burn. ranged attacks.
before reductions.
INVISIBLE: Incoming STUNNED: Can’t move Difficulty on all 

Fail: take AP damage PRONE: Slowed, all SHUT DOWN: See attacks have a 50/50 or act (no overcharge). attacks/saves/checks.

equal to accrued burn.


terrain is difficult, +1 Below. Clears AI chance to miss before Evasion becomes 5. JAMMED: Comms
HEAT: Characters with 
 Accuracy when targeted. cascades/tech effects/ the standard attack roll. 
 Automatically fail Hull disabled. Can only make
no Heat Cap (Humans, Costs a full standard exposed/all heat. Can Hide without cover.
and Agility checks/saves.
Weaponless Attacks. No
Drones, etc.) take Energy movement to stand up Become Stunned + INTANGIBLE: Ignore/ reactions, tech actions,
damage instead.
from prone. immune to tech effects.
pass through/immune to or tech benefits.

all non-intangibles.

Pilot actions
ACC./Diff.
1d20 +GRIT
See : mech a ctions Reaction
In case 

Fight J ockey Boost Skill v check
1d20 +SKILL s
Overwatch of injury
Upon losing

MELEE OR RANGED Adjacent contested Get extra movement 10 When an enemy all pilot hp
1d20 +GRIT sv Their EVADE 1d20 +GRIT sv 1d20 +HULL up to your speed. Use a Pilot Skill starts movement
Use a Pilot Weapon. Begin riding a mech; Trigger to take 1d6
inside your Threat,

Inflict 1. May Inflict 1 significant action 6 Return to 1 HP.

as a full action on prepare outside normal


immediately Fight
against them with Down and Out (die
subsequent turns Pick a trigger to turn combat rules. if hit, unconscious
Reload 2 Hea an action in to a the threatening
weapon. 2-5 + stunned) (regain
Reload a Loading 
 4 Kineti Reaction until the 1/2 HP next rest).

Or, voluntarily die.

pilot weapon. Impaired + start of your next turn.


1 Death.
Slowed until end
of their next turn. Hide Search
Range 5,cont.checkS
Disengage Pilot checks
To Jockey If in Hard Cover, out For the rest of your Savv es
1d20 +GRIT sv 1d20 +AGI
end

mount ENEMY MECH of LOS, or Invisible:
 turn, you ignore 1d20 +GRIT s SAVE TARGET
Adjacent MECH Full action cont.check Become Hidden: you Reveal a Hidden
 Engagement and Checks
Enter your Mech.
1d20 +GRIT v
s 1d20 +HULL can’t be targeted.
character in 
 don’t provoke 1d20 +GRIT sv 10
YOU
to shake you off. (AOE attacks/effects LOS / Range 5. Reactions. Contested Checks
Allied mechs/vehicles
may also let you aboard. FREE ACTION Jump off. may still hit you.) 1d20 +GRIT sv 1d20 +HASE

Emergency procedures
dismount Eject Shut Down Boot Up Self-destruct
Adjacent free space As a Pilot, fly 6 Clear all Heat and Clear the Shut Down Set a countdown for
Exit your mech 
 spaces in a line out Exposed. End any AI condition as your either the end of your
as a Pilot.
and away from your Cascades. End all mech powers on. next turn or the end
(Your mech and pilot mech.
effects caused 
 of your second next Your mech
share an action pool, Your mech is by Tech Actions.
turn. When the
unless your mech is countdown ends, Your explodes. It is
under AI control.) Impaired, and it can’t A Shut Down mech is annihilated, and
eject again, until you Stunned + immune to mech experiences a 
 anyone inside dies.

perform a Full Repair. Tech, until Boot Up. Reactor Meltdown.


Blast 2: 

4D6 Explosive.

after structure roll,


Agility Save


if carrying ai system: v
1d20 +AGI s SAVE TARGET

In case of 
 1d20 if=1:{cascade}


In case of 

for Half Damage.

structure damage In case of 
 reactor stress


upon loss of all hp:

lose 1 structure point.

AI Cascade upon exceeding heat cap:

lose 1 STRESS point.

Refill hp, carry excess damage. 
 Your AI system enters Cascade:
 Rollover heat, carry excess heat.

make structure damage roll. the GM now controls the AI, 
 make reactor stress roll.
along with your mech, which
d6per
STRUCTURE KL
missing

begins behaving unpredictably.


d6 per missing

KL
keep lowest

STRESS keep lowest


Pilots can only Shut Down their
5-6 impaired 
 mech, which ends the Cascade. impaired
 5-6
until end of your next turn until end of your next turn

Destroy a
Exposed
 2-4
System You choose the system or mount. 
 until manually cleared
2-4 4+

1d6 Destroy a

If out of one, destroy the other. 



If out of everything, take a Direct Hit. 10+
ENGI CHECK
1d20
3- weapon mount 9-
+ ENGI
3+

2
STRESS
(You can’t choose to 1
* Misprinted in the core
book as a ‘Free Action’.

Stunned
 destroy exhausted Full action * Reactor
 remaining


3+
until end of your next turn Limited equipment.) Meltdown
 1
1 STRUC
 HULL CHECK
1d20 +HASE sv 10 At end of your next
TURE 2
10+ Engineering Check to 1d6
remaining 1 1d20 + HULL
9- prevent meltdown. Turns
Multi Your mech becomes a Wreck, 
 Meltdown
 Multi
1s Destroyed a Hard Cover / Difficult Terrain object. At end of your next turn 1s
Upon loss of last structure: Destroyed Upon loss of last stress: meltdown

During a rest (1+ hour(s) of downtime)
 1


Restore Mech to full HP
4 Repair a Destroyed Mech to 

Clear all heat, statuses, conditions. 
 1
Repair one destroyed System or Weapon
1 Structure, 1 Stress, full HP. Other mechs
may contribute Repair points for this.

Repairs Restore half pilot HP.

spend repair points at the follow costs: 2 Restore 1 Structure or 1 Stress (This doesn’t repair weapons/systems.)
During a long rest (10+ hours of downtime): Full repair: Fully restore / reprint mech.
heliotrope 2023
Lancer action

reference sheet heliospectral.itch.io/lancer-action-reference-sheet - v.2.0.2 pg.2

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