IPS-N // GMS // HORUS // HARRISON ARMORY // SSC

Lancer Combat

Systems Reference // Section 3 // Mech Combat
DOC REV 2.1.0
CLASSIFICATION OPEN
SCOPE FULL COMBAT
Standard Move
Move up to your SPEED in spaces. Free every turn. Can be split before/after actions.
+
One of These:
1 Full Action
2 Quick Actions
1 Quick Action
+
Overcharge (×1/turn)
Gain 1 extra Quick Action as a Free Action. Costs escalating heat.
+
Free Actions
Unlimited. Granted by systems/talents. Can duplicate other actions. Protocols activate at start of turn.
+
Reactions
Unlimited per round. One per turn (yours or others'). Recharge at start of your next turn.
Overcharge Heat Escalation
1ST USE
1
HEAT
2ND USE
1d3
HEAT
3RD USE
1d6
HEAT
4TH+ USE
1d6+4
HEAT
Counter resets on FULL REPAIR only. Each use grants one extra Quick Action as a Free Action.
Movement Rules
Splitting Movement
You can split your move before and after any actions. Non-movement actions must fully resolve before you continue moving.
Engaged
Moving adjacent to a hostile triggers ENGAGED. All ranged attacks by an ENGAGED character receive +1 difficulty. If engaged by a target of equal/greater SIZE mid-move, movement stops.
Involuntary Movement
Forced movement (knockback, grapple drag, etc.) does not trigger OVERWATCH or engagement rules — those only apply to voluntary movement.
Quick Actions
Skirmish
Quick
Attack with one weapon. Choose a valid target within RANGE (or THREAT for melee). You may also attack with a different AUXILIARY weapon on the same mount (no bonus damage). SUPERHEAVY weapons cannot be used in a Skirmish.
Boost
Quick
Move additional spaces equal to your SPEED. This is separate from your standard move. Can be used to HIDE immediately after if conditions are met.
Losing HIDDEN if used while hidden (unless granted as free action).
Ram
Quick
Make a melee attack against an adjacent target of equal SIZE or smaller. On success: target is knocked PRONE and you may push them 1 space directly away.
Grapple
Quick
Make a melee attack vs. adjacent target equal SIZE or smaller. On success: you and target become GRAPPLED. Neither can move normally. You can drag target if you are larger. Target can attempt to escape each turn.
Quick Tech
Quick
Electronic warfare. Choose one option per use (a different option each time): Bolster, Scan, Lock On, or Invade. Unlike other quick actions, Quick Tech can be taken more than once per turn, but each use must choose a different option.
INVADE: deals 2 heat on a successful tech attack.
Hide
Quick
Gain HIDDEN status. Requires: not ENGAGED + outside enemy LoS, in sufficient cover, or INVISIBLE. You lose HIDDEN if you attack, force saves, take reactions, BOOST, or lose cover.
Search
Quick
Attempt to find a HIDDEN target within SENSORS. Make a contested SYSTEMS vs. AGILITY check. On success, target loses HIDDEN and can be located by anyone.
Reload
Quick
Reload all weapons with the LOADING tag. Required before those weapons can fire again.
Prepare
Quick
Hold a Quick Action for a specified trigger ("When X, then Y"). Until your next turn, you can take that action as a Reaction when triggered. You cannot take other actions or reactions until triggered or turn starts. Trigger must be visible action by another character.
Full Actions
Barrage
Full
Attack with two weapons, or one SUPERHEAVY weapon. Choose the same or different targets within range. Each mount that fired may also fire a different AUXILIARY weapon (no bonus damage). SUPERHEAVY weapons can ONLY be used in Barrage.
Stabilize
Full
Emergency protocols. Choose one primary option:
Cool — clear all heat and EXPOSED
Repair — spend 1 REPAIR to restore all HP

Then choose one secondary option:
• Reload all LOADING weapons
• Clear all burn
• Clear a condition (not self-caused)
• Clear an allied character's condition (not self-caused)
Primary heat effect: COOLING clears ALL heat and EXPOSED status.
Full Tech
Full
Perform two Quick Tech options (can repeat the same option), OR activate a system that requires Full Tech. Powerful electronic warfare and support option.
Improvised Attack
Full
Attack adjacent target with a fist, rifle butt, or improvised weapon. On success: 1d6 kinetic damage. Works even while JAMMED.
Disengage
Full
Until the end of your current turn, you ignore engagement and your movement does not trigger reactions (like Overwatch). Useful for safely repositioning out of melee.
Skill Check
Full
Undertake a complex activity outside standard actions (forcing a locked door, jumping a crevasse, lifting debris). Parameters and outcomes determined by the GM.
Quick or Full Actions
Activate
Quick/Full
Use a system or piece of gear tagged QUICK ACTION or FULL ACTION. Can activate multiple times per turn, but not the same system more than once (unless granted as free action).
Mount / Dismount
Quick/Full
Full Action to mount/dismount a mech (must be adjacent to mount). Quick Action to EJECT — fly 6 spaces in any direction, but leaves mech IMPAIRED (can't eject again until Full Repair).
EJECT: single use emergency. Mech remains IMPAIRED.
Mech Emergency Actions
Shut Down
Quick
Power off your mech. Clears all heat and EXPOSED. Ends tech conditions (LOCK ON, etc.). Gains IMMUNITY to tech attacks. Mech is STUNNED indefinitely. Only removed by BOOT UP.
Clears ALL heat. Useful as emergency heat relief, but mech cannot act.
Boot Up
Full
Power on a SHUT DOWN mech. Removes SHUT DOWN status and all associated effects. Pilot must be inside the mech.
Self-Destruct
Quick
Initiate reactor meltdown. At the end of your next turn (or within 2 turns, your choice), your mech explodes: BURST 2, 4d6 explosive damage. AGILITY save halves damage. Pilot inside is killed. Mech annihilated.
Reactions (Out of Turn)
Brace
Reaction
Trigger: You are hit by an attack and damage is rolled.

Effect: You gain RESISTANCE to all damage, burn, and heat from that attack. Until end of your next turn, all attacks against you have +1 difficulty.

Cost: Cannot take reactions until end of your next turn. On that turn: only 1 Quick Action, no Overcharge, no standard move, no Full Actions, no Free Actions.
Overwatch
Reaction
Trigger: A hostile starts any movement (including Boost) inside one of your weapons' THREAT range.

Effect: Immediately Skirmish against that character as a reaction, before they move. All weapons have THREAT 1 by default.
Quick Tech Options (used with Quick Tech / Full Tech)
Bolster
Choose a character within SENSORS. They receive +2 bonus dice on their next skill check or save before the end of their next turn. Only one BOLSTER at a time.
Scan
Choose a character/object within SENSORS and LoS. Ask the GM one of: full stats/weapons/systems; one piece of hidden information; public records info. Information is current at time of scan only.
Lock On
Choose a character within SENSORS and LoS. They gain the LOCK ON condition. Any character attacking them may consume it for +1 bonus die on that attack. Required for some systems and talents.
Invade
Make a tech attack against a target within SENSORS and LoS. On success: target takes 2 heat and you choose an Invasion option. Default option: Fragment Signal — target becomes IMPAIRED and SLOWED until end of their next turn.
GENERATES: 2 heat on target. Tech attack vs. E-DEFENSE.
Fight Full
Attack with one weapon (pilot-scale).
Jockey Full
Attempt to climb and attack a mech.
Reload Quick
Reload a pilot weapon with LOADING tag.
Boost Quick
Extra move equal to SPEED.
Hide / Search Quick
Hide (RANGE 5) or search for HIDDEN targets.
Brace / Overwatch React
Same rules as mech reactions.
Heat Sources
Overcharge1 / 1d3 / 1d6 / 1d6+4
Invade (hit target)2 heat to target
WeaponsSome weapons list heat cost
EnvironmentalGM-determined hazards
Overheat OverflowExcess heat carries over
System EffectsVarious talents/systems
fills
heat
track
HEAT
CAP
Base: ENGINEERING
+1 per ENGINEERING point
⚠ DANGER ZONE
when ½ cap filled
clear
heat
via
Heat Removal
Stabilize (Cool)Full Action — clears ALL heat + EXPOSED
Shut DownQuick Action — clears ALL heat (but STUNS mech)
RestAfter combat — clear all heat
Full Repair10hr — clear all heat + reset overcharge
Systems / TalentsSpecific gear may cool heat
⚠ Exceeding Heat Cap → Overheat! (Takes 1 STRESS, then clears heat)
Roll (1d6/stress)ResultEffect
5–6 Emergency Shunt Cooling contains the heat. Mech becomes IMPAIRED until end of next turn.
2–4 Destabilized Power Plant Mech becomes EXPOSED — all kinetic/explosive/energy damage doubled until cleared.
1 Meltdown 3+ STRESS: EXPOSED. 2 STRESS: ENGINEERING check or meltdown in 1d6 turns. 1 STRESS: Reactor meltdown at end of next turn.
Multiple 1s Irreversible Meltdown Reactor goes critical. Meltdown at end of next turn — no save possible.
Roll [# of stress marked] d6. Choose LOWEST result. Excess heat carries over after overheat clears.
Reactor Meltdown
Reactor Meltdown
When meltdown triggers: pilot inside is immediately killed. Mech is vaporized in a BURST 2 explosion dealing 4d6 explosive damage to all in area. AGILITY save halves damage. Wreck is annihilated.

Preventing a countdown meltdown: Roll again on the overheat table as a Full Action during the countdown.
Stress Track
Most PC mechs have 4 STRESS. Each time heat exceeds HEAT CAP: take 1 STRESS and make an overheating check. Heat then clears. Excess heat beyond cap carries over and may trigger multiple overheats.

At 0 STRESS, the mech suffers a reactor meltdown at the end of its next turn. STRESS is restored by spending 2 REPAIRS during rest, or automatically on Full Repair.
Danger Zone
A mech is in the DANGER ZONE when half or more of its HEAT CAP is filled. This is visually obvious (glowing segments, steam, open vents). Certain weapons, systems, and talents are only available in the Danger Zone or gain extra effects there.
Statuses (Usually require specific action to remove)
Danger Zone
Mechs Only
When half or more of HEAT CAP is filled. Enables certain weapons/talents/effects. Visually obvious — glowing, steaming, vents open.
REMOVED: when heat drops below half of HEAT CAP
Exposed
Mechs Only
All kinetic, explosive, and energy damage doubled before reductions. Caused by overheating, plasma ejections, or system attacks.
REMOVED: Stabilize (Cool option) or Shut Down
Hidden
Status
Cannot be targeted by attacks or hostile actions. Enemies only know approximate location. Don't cause engagement.
REMOVED: Attacking, forcing saves, Boost, reactions, losing cover
Invisible
Status
All attacks have a 50% chance to miss outright before roll (flip coin/d2). Can always HIDE even without cover.
REMOVED: As specified by effect
Prone
Status
Attacks against you get +1 bonus die. You are SLOWED and count as moving in difficult terrain. Cannot stand if IMMOBILIZED.
REMOVED: Stand up instead of standard move (doesn't count as movement)
Shut Down
Mechs Only
Clears all heat and EXPOSED. Tech conditions end. Immune to all tech attacks. Mech is permanently STUNNED while shut down. NHPs stabilize.
REMOVED: Boot Up (Full Action by pilot inside)
Engaged
Status
All ranged attacks at +1 difficulty. If engaged mid-move by equal/larger SIZE target, movement stops immediately.
REMOVED: Move away from all adjacent hostiles
Down and Out
Pilots Only
Unconscious and STUNNED. Any further damage kills them. Regain consciousness and half HP on rest.
REMOVED: Rest
Conditions (More ways to remove, often temporary)
Impaired
Condition
All attacks, saves, and skill checks at +1 difficulty.
REMOVED: Stabilize (secondary option), Full Repair, rest
Stunned
Condition
Cannot Overcharge, move, or take any actions (including free actions and reactions). Pilots can still Mount/Dismount/Eject. Max EVASION 5. Auto-fail HULL and AGILITY checks.
REMOVED: As specified (usually end of next turn, or Boot Up if Shut Down)
Slowed
Condition
Only movement allowed is standard move on your own turn. Cannot Boost or use special movement from talents/systems/weapons.
REMOVED: End of next turn (usually), Stabilize, or Full Repair
Immobilized
Condition
Cannot make any voluntary movement. Involuntary movement (push, pull, etc.) still applies.
REMOVED: End of next turn (usually), Stabilize, or Full Repair
Lock On
Condition
Hostile attackers can consume this condition for +1 bonus die on their attack. Condition ends after it is consumed. Required for some talents/systems.
REMOVED: Consumed by attacker, or Shut Down clears tech conditions
Jammed
Condition
Cannot use comms. Cannot make attacks except Improvised Attack, Grapple, and Ram. Cannot take reactions or tech actions.
REMOVED: Stabilize, Full Repair, or as specified
Shredded
Condition
Character does not benefit from ARMOR or RESISTANCE to any damage type.
REMOVED: As specified by the effect that caused it
Burn
Condition
Takes burn damage at start of each turn (equal to burn value). Must pass an ENGINEERING save to reduce burn; on success, reduce burn by the save amount.
REMOVED: Stabilize (secondary option "clear all burn")
Structure Damage (0 HP → Roll structure check)
When a mech reaches 0 HP, it takes 1 STRUCTURE damage, makes a structure check, then resets to full HP. Excess damage carries over. PC mechs have 4 STRUCTURE. At 0 STRUCTURE: mech is destroyed.
Roll [# of structure marked] d6. Take the lowest result.
RollResultEffect
5–6Glancing BlowMech becomes IMPAIRED until end of next turn.
2–4System TraumaRoll 1d6: 1-3 = all weapons on one mount destroyed; 4-6 = one system destroyed. (LIMITED systems with no charges are invalid.)
1Direct Hit3+ STRUCTURE: STUNNED until end of next turn. 2 STRUCTURE: HULL check — pass = STUNNED; fail = destroyed. 1 STRUCTURE: destroyed.
Multiple 1sCrushing HitMech destroyed outright.
Repair Options

In Combat — Stabilize

  • Cool: Clear all heat + EXPOSED (Free option — no cost)
  • Repair: Spend 1 REPAIR → restore all HP
  • + one secondary: reload LOADING weapons, clear burn, clear a condition

Rest (1hr downtime)

  • Clear all heat
  • Clear all statuses and conditions
  • Restore half pilot HP, clear DOWN AND OUT
  • 1 REPAIR: restore full mech HP, or fix destroyed weapon/system
  • 2 REPAIRS: restore 1 STRUCTURE or 1 STRESS
  • 4 REPAIRS: repair a destroyed mech (wreckage needed)

Full Repair (10hr secure)

  • Restore all pilot HP, clear DOWN AND OUT
  • Mech to full HP, STRESS, and STRUCTURE
  • Clear all statuses and conditions
  • Repair all destroyed weapons/systems
  • Recover CP if used
  • Regain all REPAIRS and LIMITED weapon uses
  • Reset Overcharge counter
  • Print a new mech (with proper facilities)

Repair Cap

  • Determined by FRAME + HULL bonus
  • Maximum REPAIRs available per mission
  • Only one pilot can share REPAIRs: when repairing a destroyed mech (4 REPAIRs total — anyone can contribute)
  • Full Repair fully restores REPAIR CAP
All Actions at a Glance
Action Type Summary
Standard MoveFreeMove up to SPEED. Can split with other actions.
SkirmishQuickAttack with 1 weapon (+1 AUX from same mount). No SUPERHEAVY.
BoostQuickExtra move = SPEED.
RamQuickMelee attack → PRONE + optional 1-space pushback.
GrappleQuickMelee attack → both GRAPPLED. Larger may drag.
Quick TechQuickBolster / Scan / Lock On / Invade. Different option each use.
HideQuickGain HIDDEN. Requires cover/LoS break/INVISIBLE and not ENGAGED.
SearchQuickContested SYSTEMS vs AGILITY to find HIDDEN target.
ReloadQuickReload all LOADING weapons.
PrepareQuickHold a Quick Action for a trigger. No other actions/reactions until triggered.
Shut DownQuickPower off. Clear all heat + EXPOSED. STUNNED indefinitely. Tech immunity.
EjectQuickFly 6 spaces. Mech IMPAIRED. Single use per mission.
Self-DestructQuickCountdown to BURST 2 4d6 explosion. Pilot dies.
BarrageFullAttack with 2 weapons (or 1 SUPERHEAVY) + AUX from each mount.
StabilizeFullCool (all heat + EXPOSED) OR Repair (1 REPAIR → full HP) + secondary option.
Full TechFullTwo Quick Tech options (can repeat) or one Full Tech system.
Improvised AttackFullMelee attack → 1d6 kinetic damage. Works while JAMMED.
DisengageFullUntil end of turn, ignore engagement, movement doesn't trigger reactions.
Skill CheckFullGM-defined action with clear goal and roll.
Boot UpFullPower on SHUT DOWN mech.
ActivateQuick/FullUse tagged system. Once per system per turn (unless free action).
Mount/DismountQuick/FullFull to mount/dismount normally. Quick to EJECT (6 spaces, IMPAIRED).
OverchargeFree/Once/TurnExtra Quick Action. Heat: 1 / 1d3 / 1d6 / 1d6+4. Resets on Full Repair.
BraceReaction 1/roundWhen hit: RESISTANCE to that attack. Cost: limited next turn actions.
OverwatchReaction 1/roundWhen hostile moves in THREAT: Skirmish them before they move.
Heat at a Glance
EventHeat Effect
Overcharge (1st)+1 heat to self
Overcharge (2nd)+1d3 heat to self
Overcharge (3rd)+1d6 heat to self
Overcharge (4th+)+1d6+4 heat to self
Invade (successful)+2 heat to target
Exceed HEAT CAPTake 1 STRESS, make overheating check, clear all heat, carry over excess
Overheat 5–6IMPAIRED until end of next turn
Overheat 2–4EXPOSED (damage doubled)
Overheat 1Meltdown or EXPOSED depending on remaining STRESS
Overheat multiple 1sIrreversible meltdown at end of next turn
Stabilize (Cool)Clear ALL heat + EXPOSED
Shut DownClear ALL heat + EXPOSED (mech STUNNED)
RestClear all heat
Full RepairClear all heat, reset overcharge counter