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GRASPING AT

ASHES AND SMOKE By Alexandra Alymova

A mini-supplement on fielding trainees, minions, and underlings


for Lancer: The Mech RPG
GRASPING AT
ASHES AND SMOKE
By
Alexandra Alymova (unreified)

Cover Art
Martius, modified and used under Public Domain

Template used
Lancer RPG Template © 2021 by Michael Prijatelj, used under CC BY 4.0

Special Thanks to
Briar, Dataninja, Ikiryo, Reconus, Ru, and all the lovely folks in #homebrew-design @ Pilot NET on Discord
for your equal feedback, critique, advice, and support on this project and many others.

The Crew of the Boreal – K1mmy & Enif Dumas ‘Pegasus’ (Acrylic), Lucian Arvoy ‘Orion’ (Amiibo),
J.P. ‘Crux’ (Gee), Moxie -Banshee- O’Keening ‘Lynx’ (Lovelacer)
for being my dear friends, and for the campaign that inspired some of the prose and poesy in this work.

Elijah, JD, and Mia


for your kindness and friendship,
and for always indulging my bad idea of the week, despite not even sharing this silly hobby with me.

‘Grasping at Ashes and Smoke’ is not an official Lancer product; it is a third party work, and is not affiliated with
Massif Press. ‘Grasping at Ashes and Smoke’ is published via the Lancer Third Party License.

‘Grasping at Ashes and Smoke’ © 2022 by Alexandra Alymova is licensed under CC BY 4.0.

Lancer is copyright Massif Press.

[2]
CONTENTS
WHAT IS THIS? 4
OVERVIEW 4
NEW NPC CLASSES 5
SUBORDINATE TEMPLATE 5
FUSILIER 7
MANIPLE 8
CANDLE 9
RENEGADE 10
STEVEDORE 11
DIRECTOR (INCOMPLETE) ERROR! BOOKMARK NOT DEFINED.
WRITING YOUR OWN 14

HERE FOR THE NPCs? “I’M A GAME DESIGNER.


Great! Feel free to skip immediately to that CAN I USE SUBORDINATES IN MY
section of the document. However, I do LANCER SUPPLEMENT?”
recommend reading the ‘Content Subjectivity’
and ‘Running Subordinates’ sections for some Yes!
important information about framing and play.
In addition to the ‘Lancer Third Party License’,
‘Grasping at Ashes and Smoke’ is also licensed under
WANT MORE? CC BY 4.0. Please refer to Creative Commons for
the full usage terms. In short, you can do the following
Here’s where I’ll showcase anyone else who’s done to the material found in this supplement:
cool stuff with Subordinates! If you’ve done anything, - Share — copy and redistribute the material in
feel free to email me or message me through discord any medium or format.
and I’ll put a link to your work here:
- Adapt — remix, transform, and build upon
the material for any purpose, even
commercially.
Under the following restrictions:
- Attribution — You must give appropriate
credit, provide a link to the license,
and indicate if changes were made. You may
do so in any reasonable manner, but not in
any way that suggests the licensor endorses
you or your use.
- No additional restrictions — You may not
apply legal terms or technological
measures that legally restrict others from
doing anything the license permits.
If you end up using any of the material in this
supplement, feel free to let me know. I’d love to see
how it turns out! I promise, I don’t bite! I can be
reached at alymova.sasha@gmail.com.
As always, ‘Grasping at Ashes and Smoke’ is and will
remain free, but if you use this material in a
commercial product, I’d appreciate a tip!

[3]
WHAT IS THIS?
OVERVIEW CONTENT SUBJECTIVITY
Hierarchy in the real world - as in fiction - is a tool used
“Grasping at Ashes and Smoke” started as a short to suppress the underprivileged as often (or more) than
design exercise I gave myself to create lower stakes it is applied to actually teach each other valuable forms
grunt-type foes. Some people thought it was pretty of livelihood, such as to students and tradesfolk. Rather
okay, and now it’s a published expansion on itch.io. than a safeguard from harm, it is a justification for the
theft of labour and life.
It includes:
• The SUBORDINATE pseudo-template. The word ‘Subordinate’ was used deliberately to reflect
• 5 Custom NPCs for use with Lancer. this fact rather than a more neutral or positive term like
• A 2-page guide to creating more Subordinates. ‘Apprentice’ or ‘Trainee’. You are in a mech; in an over-
• Insight into the design process. engineered steel can with a dying sun at its core; you
are at the epicenter of conflict, the violence that follows
it, and the stillness after that. You are handed the power
HOW TO USE THIS GUIDE to take life in the flick of a switch – in the roll of a die.
If you are a GM, feel free to drop in a few Subordinates Violence does not have Hobbyists.
into your next encounter. Though, if you do, remember War does not have Apprentices.
to clear it with your players first!
Hierarchy is established when you have the power to
kill. Whether by blade – or by starvation. And still on
WHY WRITE THIS? your side, non-player character allies are simply not
I found the unconstrained outputs of Lancer NPCs given your narrative weight. For they would be full
troublesome when running them as a GM. There is no Players then, would they not?
easy way to run several strikers or controllers as grunts
without shutting down your entire party. Anyone who’s Is there a healthy form of hierarchy? One that fosters
faced up against 4 Grunt Rainmakers all hunkered collective growth, not exploitation and domination? One
down behind hard cover can attest to this. that isn’t abusive to any party? …I truly don’t know.

While that particular situation was ultimately the result I’d like to imagine a world beyond hierarchy is possible
of bad encounter design (I am truly sorry to my first – achievable, even. But that is not the state of the world
campaign’s players!), it reflects a lacking part of the as it is now. Games predicated on tactical combat often
system. Despite how easy Grunts are to take out, they gloss over the messiness of this. However, they can
can be quite game-warping, since a Grunt Assault using perhaps be a good place to discuss the topic if your
SKIRMISH + INVADE can put out 6-10 Damage - some of fellow players are amenable to it. How a game hands
which cannot be evaded due to Reliable, 2 , and narrative weight and importance to certain characters
apply IMPAIR to a character. A Grunt Witch still has the over others can reflect our biases as players and
full power of PREDATORY LOGIC. designers. Sometimes by ethnicity, gender, ability, or
class. But other times through subtler forms than those.
While the NPCs included in this expansion are powerful
in their own rights, the effects they have are written with However, if this is a topic that is uncomfortable for you
constraints. Often, they require specific situations to or your players, I understand. You are of course at full
reach those heights: such as the Renegade’s rights to replace the wording with a differently charged
RAILCANNON. Other times, they require giving up other term, such as one of the following: Apprentice,
competitive actions: such as the Maniple needing to Aspirant, Hobbyist, Novice, Trainee, Untempered,
choose between locking down a character, or attacking Volunteer.
a second time with its DELTA DIVARICATOR.
The ramifications of hierarchy is a complicated and
difficult subject to unravel. I hope you’ll work on it in
your own games, as I try to do in mine.
- Sasha Alymova

I am open to feedback, and if you have any criticism of


my handling of this subject matter, I can be reached:
• through email, at alymova.sasha@gmail.com
• on the page for ‘Grasping at Ashes and Smoke’

[4]
NEW NPC CLASSES
RUNNING SUBORDINATES
SUBORDINATES are low-stress, flexible NPCs that can SUBORDINATE TEMPLAT E

be substituted for the same purpose as GRUNTS. From mud come great men; You’ve seen
Compared to a non-template NPC, they have a lower their kind reign. Who was holding the
output in their damage and control powers, but are crown as it broke? With blood underhand
slightly hardier than your average GRUNT. Make your and silt within veins, we’re left
players feel powerful without the chance of grasping at ashes and smoke.
overwhelming them with too much damage!
- Actaean Dredgers’ Union
CONSTRAINTS
They have a condensed action economy – given a
SUBORDINATE FEATURES
DOCTRINE protocol that gives them unique but UNTEMPERED Trait, Subordinate
structured turn plans, and a single quick action. This template cannot be taken normally; It must be
granted by a trait. A SUBORDINATE can’t take the
SUBORDINATES usually have 5 HP and 2 HEAT, and are
Grunt, Veteran, Elite, or Ultra templates, and can
not meant to live more than 1-2 solid hits. A dedicated
never have more than 1 Stress or Structure. Rules
striker or controller should have no issue taking them
that affect/exclude Grunts also apply to Subordinates.
out in a single quick action, but a character heavily
specialized into buffs, mobility, or logistics is not INFLEXIBLE Trait
guaranteed to do the same. On its turn, a SUBORDINATE has a single quick action,
but it may take reactions and free actions normally.
Some SUBORDINATES may have ways of prolonging
their survival (gaining OVERSHIELD, clearing HEAT, etc.), NONCONTINGENT Trait
but can generally be circumvented by targeting the If a Subordinate exceeds its HEAT CAP, it is destroyed.
other of HEAT / HP.

INCLUDED NPC CLASSES


Fusilier Artillery Artillery with limited targeting choices that flushes out stragglers, and heavily
punishes those that stay out of cover.
Maniple Controller Highly mobile controllers; a river delta from another realm. Keep swimming
away, or accept you’ll drown.
Candle Defender Defenders closer to a motile terrain feature than a real mech. They give out
shields, lock down foes, and provide mobility to allies.
Renegade Striker Elusive strikers with a powerful railgun that can only take pot-shots unless it’s
given space and time to set up.
Stevedore Support A versatile support that skirts on the sidelines until it’s forced into the fray.
This NPC scans you! No wonder they’re not a real pilot yet!
Director Striker (I’m not fully happy with where this one is at the moment, so I won’t release
them just yet!)

OPTIONAL RULE: BUDGETING ENCOUNTERS


SUBORDINATE TEAMWORK A single SUBORDINATE is costed roughly the same as
two GRUNTS, or half of a non-template NPC. Try not to
If you find that too many of your NPCs are create encounters that are more than one third
acting at the end of the round after all your SUBORDINATES by cost. If you do though, tell me how it
players have activated, you can try the goes! That’s not something I’ve stress-tested yet!
following rule:
DOCTRINES
When activating an NPC turn, you may choose Each SUBORDINATE has a DOCTRINE which offers three
to activate two Subordinates at once, as long choices: Setup, Sustain, or Payoff, shown in order.
as they do not share the same name. If you do, Setup choices are for when the character is in a bad
they activate in sequence: after one ends their spot and gives them a tool to get out. Sustain choices
turn, the other immediately takes theirs. are for when the character is functioning, but not to the
height of their abilities. Payoff choices give the
character some power, but for the tradeoff of not having
access to their more reliable Sustain effect.

[5]
HEAVY IS THE HEART
Behind each cockpit, a face, a name, and a story.
Why here? What are they Subordinate to?

WHO ARE YOU? ROLL 1D6


1 A Survivor A silent figure in a flower-
patterned headscarf with
extensive chemical burns on
their hands. From their mouth
– smoke wafts. In their lungs –
exactly three smoldering
coals.
2 A Transfer As of 30 minutes ago: a
grounded skiff’s former
communications officer.
3 A Volunteer A starry-eyed man in a tank
top, with acne-covered arms,
his jumpsuit tied around his
waist, and a 4-line mantra on
his lips that grows softer by
the day.
4 A Conscript Simple fatigues. A dented
locket clutched in hand. Blood
and rust welling in the palm.
5 A Revenant A silver-tongue in a flowing
chemise with a golden pocket
watch. Her name and stories
are stolen from a corpse.
6 A Shroud Cocooned in three layers of
synthetic fabrics. Dyed in the
colours of their employer –
branded by them. Then, the (BY Lovelacer; WIP WITH BORDERS I THREW
last layer of skin. Nobody you TOGETHER IN 2 MINUTES IN PAINT .NET BY ME !)
recognize. No ID on them at all.
PLACEHOLDER TITLE
WHO DO YOU SERVE? ROLL 1D6 PLACEHOLDER TEXT.

1 My Crown “…from failing hands we throw


the torch; be yours to hold it
high. If ye break faith with us
who die, we shall not sleep.”
2 My Ghosts “I have to keep moving. I can’t
settle down. Even now they’re
here with me, don’t you see?”
3 My Chains “You act like I had a choice.”

4 My Blood “There are those depending


on me. Better me than them.”
5 My Vices “Hah. I’ve been fighting oh so
long now. I know what’s
coming for me. I face it gladly,
with no regrets.”
6 My Mythos “Liar! There must be something
to it all. This cannot be the
end. Not here. Not now.”

[6]
FUSILIER
Artillery, Subordinate
Superficially, it has hard to tell a Fusilier from a Sniper or Strider.
They are brash and cocky. Rich Baronic heirs with too much manna, or
Cosmopolitans with stories of daring aplenty. They talk the talk, but
when asked to perform? Fusiliers hang back. Credits spent on equipment
cannot make someone an ace alone, and likewise cheap gear drags even the
most experienced of us down. Assign blame to the grift, and the grifter.

TIER 1 TIER 2 TIER 3


MECH SKILLS MECH SKILLS MECH SKILLS
Hull: -1 Systems: +1 Hull: -1 Systems: +2 Hull: +0 Systems: +3
Agility: +1 Engineering: -1 Agility: +2 Engineering: -1 Agility: +3 Engineering: +0

CORE STATS CORE STATS CORE STATS


HP: 5 Armor: 0 HP: 5 Armor: 0 HP: 5 Armor: 0
Evasion: 8 E-Defense: 8 Evasion: 9 E-Defense: 9 Evasion: 10 E-Defense: 10
Speed: 6 Size: 1/2 or 1 Speed: 6 Size: 1/2 or 1 Speed: 6 Size: 1/2 or 1
Heat Cap: 2 Save Target: 11 Heat Cap: 2 Save Target: 13 Heat Cap: 2 Save Target: 16
Sensors: 15 Sensors: 15 Sensors: 15

TACTICS OPTIONAL SYSTEMS


Despite being classified as an Artillery NPC, Fusiliers
do not typically have a very high damage output. Use BOTH BARRELS Trait, Limited 1
them to slowly wear down on overconfident frontliners Pick 1 additional option from FUSILIER DOCTRINE.
who lack good access to cover, or to flush out
entrenched foes with Driving Rounds or Clamp Bombs. PARTING SHOT Trait
When the Fusilier is reduced to 0 HP by a hostile
BASE SYSTEMS character’s action, roll 1d6. On a 4+, it lands one
last shot. The triggering character takes 2/3/4 , or
OUT OF THEIR DEPTH Trait, Subordinate 4/6/8 if they are not in cover.
The Fusilier gains the SUBORDINATE template
(Grasping at Ashes and Smoke, pg. 6).
Center Mass
System
Fusilier Doctrine When the Fusilier starts its turn HIDDEN, the first
Trait, Protocol time it deals damage to a character during its turn,
The Fusilier chooses one:
the target must make a SYSTEMS save or become
• At the end of the current turn, HIDE. STUNNED until the end of its next turn.
• Choose a character in range 15. They must
make an AGILITY save or become unable to OVERPREPARED Trait
benefit from soft cover until the end of the Gain the following options for FUSILIER DOCTRINE:
Fusilier’s next turn. • Deal 10/15/20 AP to a deployable or piece of
• Consume LOCK-ON on a character in range 15. terrain in range 15.
They take 2/3/4 if they are in hard cover, • Until the end of the current turn, ignore
4/6/8 if they are in soft cover, or 6/9/12 if INVISIBLE and HIDDEN.
they are not in cover.
Clamp Bombs
Driving Rounds System, Quick Tech, +0, +1
System, Quick Action Choose a hostile character in SENSORS and give
Choose a character in range 15 and give them them LOCK-ON. The Fusilier makes a tech attack
LOCK-ON. The Fusilier makes a ranged attack with against the target. On a hit, they are embedded
+2/4/6 against the target. On a hit, they are pushed with a delayed explosive. At the end of the target’s
3/4/5 spaces in any direction. next turn, they become SHREDDED until the end of
their next turn and take 2/3/4 . The target can
disarm the explosive by taking the BOOST action.

[7]
MANIPLE
Controller, Subordinate
Nominally discovered by one Nazima Chilcott during a station-seeding
event gone wrong, Rusalka-pattern chassis are relentless. Often the
metaphorical ‘limbs’ of larger Agenitive cascading entities partitioning
themselves into chassis, they open one-way rifts from proto-physical
spaces. Despite attempts to replicate these ‘outlets’ yielding no such
evidence, a noncombatant from the disastrous PT-AL-47 Rusalkij sighting
claimed “[xe’s] seen beneath the surface of the pond; seen the splaying
of the tides”. When pressed, xe refused to elaborate further.

TIER 1 TIER 2 TIER 3


MECH SKILLS MECH SKILLS MECH SKILLS
Hull: +1 Systems: +1 Hull: +2 Systems: +2 Hull: +3 Systems: +3
Agility: -1 Engineering: -1 Agility: -1 Engineering: -1 Agility: +0 Engineering: +0

CORE STATS CORE STATS CORE STATS


HP: 5 Armor: 0 HP: 5 Armor: 0 HP: 5 Armor: 0
Evasion: 10 E-Defense: 6 Evasion: 12 E-Defense: 6 Evasion: 14 E-Defense: 6
Speed: 6 Size: 1 Speed: 6 Size: 1 Speed: 6 Size: 1
Heat Cap: 2 Save Target: 10 Heat Cap: 2 Save Target: 12 Heat Cap: 2 Save Target: 14
Sensors: 10 Sensors: 10 Sensors: 10

TACTICS OPTIONAL SYSTEMS


Maniples are close-range controllers that project Outlet
zones, which discourage staying close to the Maniple. DOUBLE-JOINTED Trait, Limited 1
They are very vulnerable to Nexus-type and other Pick 1 additional option from MANIPLE DOCTRINE.
Smart weaponry, and (if possible,) out-controlling or
evading one is often preferable to direct engagement. RIGOR MORTIS Trait
When the Maniple is reduced to 0 HP by a hostile
BASE SYSTEMS character’s action, roll 1d6. On a 4+, the triggering
character immediately ends their turn.
OUT OF THEIR DEPTH Trait, Subordinate
The Maniple gains the SUBORDINATE template
(Grasping at Ashes and Smoke, pg. 6).
Damned/Dammed
System
The Maniple ignores ranged penalties from
Maniple Doctrine ENGAGED, and perpetually emits an OUTLET zone in
Trait, Protocol a 1 that moves with it.
The Maniple chooses one:
• Fly up to 6 spaces.
FLUID DYNAMICS Trait
• Make an attack with the DELTA DIVARICATOR. Gain the following options for MANIPLE DOCTRINE:
• Give LOCK-ON to a character in the Maniple’s • Deal 3/4/5 AP to all hostile flying characters
OUTLET. Until the end of the Maniple’s next
in SENSORS.
turn, characters in its OUTLET are JAMMED while
• Until the start of its next turn, the Maniple’s
they have LOCK-ON.
OUTLET zones become 2 and are DIFFICULT
TERRAIN for hostile characters.
Delta Divaricator
Heavy Nexus, +2/+4/+6, Smart
[ 3][4/6/8 ] Groundwater Deluge
System, Quick Tech, +2/+4/+6
On Attack: Create a 1 OUTLET zone around the
Choose a hostile character in SENSORS and create
target. OUTLET zones disperse at the end of your
a 1 OUTLET zone around them. The Maniple
next turn, when you create a new one, or when the
makes a tech attack against the target. On a hit, the
Maniple is destroyed. Characters in your OUTLET
are always in range of the DELTA DIVARICATOR. target takes 2/3/4 .

[8]
CANDLE
Defender, Subordinate
“Mech” is not what one typically thinks when looking at Park Armored
Systems’ Kizi. Resembling something closer to an oversized drone, Kizi
are often controlled remotely, as the chassis-served equipment mounted
on one is hazardous - even lethal – to pilots if operated improperly.
But, training takes time, and it’s often cheaper to replace than repair.

TIER 1 TIER 2 TIER 3


MECH SKILLS MECH SKILLS MECH SKILLS
Hull: +1 Systems: -1 Hull: +2 Systems: -1 Hull: +3 Systems: +0
Agility: -1 Engineering: +1 Agility: -1 Engineering: +2 Agility: +0 Engineering: +3

CORE STATS CORE STATS CORE STATS


HP: 1 Armor: 0 HP: 1 Armor: 0 HP: 1 Armor: 0
Evasion: 8 E-Defense: 6 Evasion: 10 E-Defense: 6 Evasion: 12 E-Defense: 6
Speed: 5 Size: 1 or 2 Speed: 5 Size: 1 or 2 Speed: 5 Size: 1 or 2
Heat Cap: 4 Save Target: 10 Heat Cap: 4 Save Target: 12 Heat Cap: 4 Save Target: 14
Sensors: 5 Sensors: 5 Sensors: 5

TACTICS OPTIONAL SYSTEMS


Candles are a very simple defender, at times closer to
a terrain feature than a character. They project a TWICE AS BRIGHT Trait, Limited 1
passive “taunt” as long as they remain alive. Park them Pick 1 additional option from CANDLE DOCTRINE.
close to allies, but be aware of knockback to the Candle
itself, as Ashen Core only confers its effects to allies. HALF AS LONG Trait
When the Candle exceeds its HEAT CAP, roll 1d6.
BASE SYSTEMS On a 4+, it self-immolates. Characters in a 2
OUT OF THEIR DEPTH Trait, Subordinate must make an AGILITY save or take 4/6/8 . On a
The Candle gains the SUBORDINATE template success they take half damage. The Candle is then
(Grasping at Ashes and Smoke, pg. 6). removed from the battlefield - it is annihilated.

Candle Doctrine Smokeforme


Trait, Protocol System
The Candle chooses one: While the Candle has any OVERSHIELD, it and allied
• Clear 2 . characters in a 2 may hover whenever they move.
• Until the end of the Candle’s next turn, 1/round
it may BOOST as a reaction to an adjacent WAXEN DERMATROPY Trait
character starting a standard move or BOOST. Gain the following options for CANDLE DOCTRINE:
• Until the end of the current turn, whenever the • An allied character in SENSORS may clear
Candle gains OVERSHIELD, allied characters in IMMOBILIZED, SLOWED, and stand up from PRONE.
a 2 also gain 3/4/5 OVERSHIELD. • A hostile character in SENSORS must make an
ENGINEERING save or take 2/3/4 and become
IMPAIRED and SLOWED until the end of its next
Ashen Core turn.
System, Quick Action
Gain 4 OVERSHIELD. While the Candle has this
OVERSHIELD, allied characters in a 2 have soft Plasmatic Core
cover and IMMUNITY to involuntary movement.
System, Quick Action
Gain 9 OVERSHIELD. While the candle has this
Whenever the Candle takes damage from a ranged
OVERSHIELD, whenever an allied character in 2
or melee attack, the attacker takes 2/3/4 .
would take damage, they do not. Instead, the
ASHEN CORE immediately activates at the start of
Candle takes the damage the target would take
the scene, or whenever the Candle enters the
before calculating ARMOR and RESISTANCE.
battlefield as reinforcements.

[9]
RENEGADE Striker, Subordinate
The Lutestring is something of a blemish on Smith-Shimano’s history. A
counter-insurgence/siegebreaker platform reportedly derived for
exclusive internal use in industrial environments, DoJ investigation
linked its use as a deniable asset in the depressurization and scuttling
of Krasnodar-5. SSC disavowed its clients, and the chassis defaulted to
public domain. It’s a divisive icon to statists & revolutionaries alike.

TIER 1 TIER 2 TIER 3


MECH SKILLS MECH SKILLS MECH SKILLS
Hull: -1 Systems: -1 Hull: -1 Systems: -1 Hull: +0 Systems: +0
Agility: +1 Engineering: +1 Agility: +2 Engineering: +2 Agility: +3 Engineering: +3

CORE STATS CORE STATS CORE STATS


HP: 5 Armor: 0 HP: 5 Armor: 0 HP: 5 Armor: 0
Evasion: 10 E-Defense: 8 Evasion: 13 E-Defense: 8 Evasion: 16 E-Defense: 8
Speed: 6 Size: 1 Speed: 6 Size: 1 Speed: 6 Size: 1
Heat Cap: 2 Save Target: 10 Heat Cap: 2 Save Target: 12 Heat Cap: 2 Save Target: 14
Sensors: 8 Sensors: 8 Sensors: 8

TACTICS OPTIONAL SYSTEMS


Renegades are midline skirmishers that like to keep a
layer of cover between them and their targets. BINARY-NONBINARY PARADIGM
Requiring superior positioning to be used effectively, Trait, Limited 1
Pick 1 additional option from RENEGADE DOCTRINE.
the Railcannon can obliterate unwary foes who
misjudge its power. Quite temperamental, they are
weakest in extreme close-quarters or artillery theatres.
REVENANT Trait, Limited 1
When the Renegade is reduced to 0 HP, roll 1d6.
BASE SYSTEMS On a 4+, it muscles through, being reduced to 1 HP
instead of becoming destroyed.
OUT OF THEIR DEPTH Trait, Subordinate
The Renegade gains the SUBORDINATE template Traceless
(Grasping at Ashes and Smoke, pg. 6). System
When calculating if the Renegade is within
Renegade Doctrine SENSORS, hostile characters treat their Sensor
Trait, Protocol Range as 5 lower, to a minimum of 3 SENSORS.
The Renegade chooses one:
• It is pushed 1 space in any direction. Create a REQUITED Trait
Size 1 blockade that provides hard cover with Gain the following options for RENEGADE DOCTRINE:
10 HP and 5 Evasion in the starting space. • It swaps positions with a mech character in
• Until the start of its next turn, characters cannot range 5, teleporting both characters. An
draw line of sight to the Renegade if they don’t unwilling character must succeed on an
have it in SENSORS. ENGINEERING save to avoid this effect.
• This turn, its weapons gain KNOCKBACK 3/4/5, • It takes 1 HEAT, and its next ranged attack this
ORDNANCE, and its next attack deals +4 on hit. turn deals +3/4/5 on hit to one target.

Railcannon Harrier PDW


Main Cannon, +2/+4/+6 | [ 8][4/6/8 ] Auxiliary Rifle, Smart, +1/+2/+3
On Attack: The first character, deployable, or piece [ 5][4/6/8 ]
of terrain in this is not attacked, and any cover This weapon can only be fired while adjacent to an
object that provides hard cover.
granted by it is ignored.

[10]
STEVEDORE Support, Subordinate

Parvati Ramirez was a surgeon, not a mech pilot. But when push came to
shove and her vessel - the Boreal - was boarded by pirates, she suited
up anyways. An analytical mind, and deft and precise hands put to work
are never wasted. Skills can be learned, but one has to will them such.
TIER 1 TIER 2 TIER 3
MECH SKILLS MECH SKILLS MECH SKILLS
Hull: -1 Systems: +1 Hull: -1 Systems: +2 Hull: +0 Systems: +3
Agility: -1 Engineering: +1 Agility: -1 Engineering: +2 Agility: +0 Engineering: +3

CORE STATS CORE STATS CORE STATS


HP: 5 Armor: 0 HP: 5 Armor: 0 HP: 5 Armor: 0
Evasion: 8 E-Defense: 10 Evasion: 8 E-Defense: 13 Evasion: 8 E-Defense: 16
Speed: 8 Size: 1 Speed: 8 Size: 1 Speed: 8 Size: 1
Heat Cap: 2 Save Target: 12 Heat Cap: 2 Save Target: 15 Heat Cap: 2 Save Target: 18
Sensors: 10 Sensors: 10 Sensors: 10

TACTICS OPTIONAL SYSTEMS


Stevedores are a flexible support unit that likes to sit
directly stage left of the action, buffing and debuffing at REITERATE Trait, Limited 1
range with Sidereal Sideliner. If engaged directly, foes Pick 1 additional option from STEVEDORE DOCTRINE.
will however find that its effective reach is increased
twofold, and its durability isn’t to be underestimated. LESSON LEARNED Trait
When the Stevedore exceeds its HEAT CAP, roll
BASE SYSTEMS 1d6. On a 4+, all adjacent allied characters gain
OUT OF THEIR DEPTH Trait, Subordinate 3/4/6 OVERSHIELD. While they have this OVERSHIELD,
The Stevedore gains the SUBORDINATE template they gain IMMUNITY to IMPAIRED and SLOWED.
(Grasping at Ashes and Smoke, pg. 6).
Consonance/Dissonance
Stevedore Doctrine System
Trait, Protocol Adjacent characters taking a reaction gain 2/3/4
The Stevedore chooses one: OVERSHIELD if allied, or 2/3/4 AP if hostile.
• Until the end of the Stevedore’s next turn,
adjacent hostile characters do not capture or BACKSEAT BVT Trait
contest objectives and control zones, and do Gain the following options for STEVEDORE DOCTRINE:
not cause characters to be ENGAGED. • An adjacent allied character may RELOAD a
• The Stevedore chooses SMART or not SMART. weapon or RECHARGE a system as a reaction.
Adjacent characters attacking with weapons of • Until the end of its next turn, allied characters
the chosen category ignore ENGAGED and adjacent to the Stevedore gain +3 with their
cover. Adjacent characters attacking with weapons and hostile characters gain -3 with
weapons of the other category have ORDNANCE their weapons, to a minimum of range 3
and treat all targets as having soft cover.
• An adjacent allied character may SKIRMISH as a Pallas-Class Reflexion Aggregate
reaction, dealing half damage, , or on a hit. System, Quick Tech, AI
Sidereal Sideliner The Stevedore gains the AI tag. As a quick action,
System, Quick Action Pallas may project a tacsim swarm to a 2 area in
Choose a character in SENSORS. Until the end of SENSORS. Until the end of its next turn, the
the Stevedore’s next turn or when it uses this action Stevedore counts characters in this area as
again, it counts them adjacent to it for its effects. An adjacent to it for its effects.
unwilling character may make a SYSTEMS save to
avoid this effect. For this duration, the Stevedore
has RESISTANCE to all damage, and the target takes
an equivalent amount of damage whenever the
Stevedore does.

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WRITING YOUR OWN
“THIS IS COOL THIS SUCKS” STEP 2 – BASE SYSTEMS
[VERY STRUCTURED]
I WANT TO WRITE MORE:
OUT OF THEIR DEPTH
Here’s some of the guidelines I used when - A Subordinate has three pieces to its Base
writing subordinates. They are divided into four Systems that make them function. OUT OF
sections – ordered in the way I tend to find most THEIR DEPTH applies the Subordinate
helpful when making NPCs. You are free to use template – which limits actions, excludes elite
or discard as many of the guidelines offered here templates, and makes them more fragile. In
as you wish. addition to this template, you should generally
set your NPC’s HP to 5, and HEAT CAP to 2.
OUT OF THEIR DEPTH Trait, Subordinate
The <Name> gains the SUBORDINATE template
(Grasping at Ashes and Smoke, pg. 6).

DOCTRINES
- The Doctrine Protocol is where we start to get
fancy. I like to conceptualize options as falling
into three categories: Setup – Sustain –
Payoff. Each Doctrine option should be worth
around 1 Quick Action’s worth of effects (an
Attack, a Boost, Hiding, etc.). Some effects will
naturally be easier to weigh than others. Use
your best judgement here.

<NAME> Doctrine
STEP 1 – CONCEPTUALIZATION Trait, Protocol
[UNSTRUCTURED] The <Name> chooses one:
Subordinates are meant to create a very specific set of A ‘Setup’ effect. For when the NPC is in a
pressures. To use an example, the Fusilier was written disadvantageous position. What makes them
for the fantasy of the faceless sniper who you avoid by scared? How can they avoid it?
sticking to cover until you’re finally able to take them
out. To this end, it has some truly spectacular damage A ‘Sustain’ effect. For getting itself into a place
against characters that aren’t in cover – but it’s limited where it can use its Payoff doctrine. What can
by target choices due to Lock On, and also not being to this NPC do to get in a better spot for its Payoff?
reliably create advantageous conditions on its own. How does this complicate the fight?
When you’re conceiving of a Subordinate, try to
envision why they are a Subordinate. Most NPCs are A ‘Payoff’ effect. For when the NPC is in an
flawed (Berserkers are single-minded and easily advantageous position to do something big. In
disrupted; Bombards are ruthless towards their allies; what situation can it capitalize on this
Aces can’t keep up with focus-fire), but Subordinates in opportunity? What does it give up to do it?
particular have this thought at the forefront. Maniples
are a controller that is outmaneuvered and easily JUST ONE MORE THING
manipulated itself. Renegades are a powerful Striker, - Remember: The NPC can still take all the
but they are incapable of direct engagement with the default quick actions available: Lock-On,
source of their troubles (physical or metaphorical). Boost, Invade, etc. What is missing here? This
Also, try to think about the circumstances that caused is your chance to fill in the NPC’s kit.
them to be. The inner world lancers is elite, but insular.
It is a symptom of a fractured world: so, who is found at <Repeatable Quick Action>
those fractures? Remember, this does not make them
a secretly enviable embodiment of regressive A Weapon; A Tech Option; A Random System.
servitude, but neither does it justify any-and-every way It truly does not matter what form this piece of
they choose to cope with the role thrust on them. equipment takes.

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STEP 3 – OPTIONAL SYSTEMS
[PARTLY STRUCTURED]
MULTIFACETED Most Lancer NPCs have 5 optional systems, but
- After establishing the skeleton of your NPC, it you are free to discard this convention if you
is time to elaborate. As you’re developing choose! I’ve included a list of optional systems I
optional systems, you may find you want to re- use to pattern out my Subordinate NPCs. I find
evaluate some base systems. This is normal! these prompts helpful with establishing mechanical
Iteration is how all work gets done. If you feel identity in addition to narrative identity. Feel free to
stuck, take a break from writing. borrow my wording or mechanics as necessary.

OPTIONAL SYSTEMS I LIKE TO INCLUDE


1 Improvised Doctrines Subordinates have a lot of rigid and disparate Doctrine options to choose
(1/scene, choose two from. Sometimes you just want to pick more than one! If you include a
Doctrine options.) system like this, make sure your Doctrine options play nicely with each
other, but aren’t too overpowering either.
2 At Death’s Door Subordinates are deployed with their hearts already weighed against a
(When reduced to 0 HP feather. What does the end of the line look like for your NPC? It is rare,
OR pushed above heat even for inexperienced pilots to die when their mech is destroyed –
cap, 50% chance to lash especially with medical intervention – but how do they move on?
out against someone or This effect should only happen when destroyed through hitpoints OR
something.) heat cap, so as to be circumventable by clever players.
3 A True Threat Subordinates are not deployed to be level with players. This isn’t to say
(In a specific situation, that the rest of their gear shouldn’t be good, but it shouldn’t be special –
do something truly unless it falls into this category.
unexpected and
spectacular. In another ‘A True Threat’ lets a Subordinate do something truly formidable in a
world, they might have specific situation (land a debilitating shot when left alone; baffle foes with
been a Lancer too.) superior tactics; or just overwhelm them with unexpected power.)
4 Expanded Doctrines Subordinates are everywhere – in the huddled ranks of a resource-
(Two more doctrines: a baron’s dropship; in a compound of undefended but brave scientists; in a
‘Weird’ doctrine, to barn housing agri-industrial equipment, among siblings and comrades.
expand their portfolio
into new niches, and a What fields do we find ourselves upon? What walls do we stand against?
‘Reliable’ doctrine, to
round out their kit.) How do these identities work their way into equipment and tactics?
5 A New Take Subordinates are varied, and despite claims of uniformity by those above
(A ‘Repeatable Quick – there is truly no such thing. Even those forced under the same
Action’ in a similar archetype do not necessarily share equipment or training or history. How
space as your Base Kit.) do people differ? How do they stay the same?

STEP 4 – OTHER STATS


[LEAST STRUCTURED]
Unless you’ve tinkered with the survivability of your NPC
in other ways (such as the Candle’s OVERSHIELD),
HP can be 5 and HEAT CAP can be 2. These allow a
Subordinate to usually live through a generic Main
Weapon or an Invade, while easily falling to a character PRETEND THERE’S A COOL PIECE OF ART HERE!
THANKS!
who has invested in Damage or Heat-based pressure.
Other than this, stats are completely up to you. I might
recommend trending towards higher SPEED values
since Subordinates do not have the same freedom to
BOOST as regular NPCs due to the restrictive nature of
their actions. If you’re lost, feel free to lift or shuffle
around stats from the Subordinates in this document.

[15]
SPLASH PAGE
I’d like to put art here when I can afford to (paint it myself, or commission someone to) one day.
< A Kizi; A Four-Legged Frame with four digitigrade - but insectoid limbs. a Central Node brimming with all
manner of antennae and exposed electrical wiring. Four lesser nodes at the tips of each leg; pulsing; humming,
only to themselves. A hatch has been popped in the central node which exposes a miniature desktop console.
Three multicoloured cables have been hardpatched, and a diagnostics program can be seen running on the
convex CTR monitor. There’s a cute little alphanumeric keyboard on the console too>

<Most Kizi seen in the line of duty are fresh-off the printing racks. But not this one. Crash bars have been installed
around the node to protect the mass-producible but still sensitive equipment most militants write off as an
inevitable expense; that saves them time. It’s efficient. Some of the crash bars are visibly warped from collisions
and heat damage. They were not installed in vain, you notice. Electronic equipment has been visibly patched up
with adhesive, tarpaulin, and argent amalgam.>

<This Kizi means a lot to someone. Though we may never know who. Others say her efforts are in vain. That in
an age of Myriad; in the age of the replicating forms, it is the name; the thought; the transcendent spark that
means most. That the intangible self persists in parallel to, and beyond the material. We are catalogued and
remembered, and so live on. Perhaps we are, she thinks. She was never a woman of faith, nor capital, nor art.
She always had trouble believing.>

<It’s easy to get overwhelmed with the titles and labels we’re shoved in. Despite their dominance in our daily lives,
there is perhaps some solace still to find in the fact that we persist beyond them regardless. Given many names –
some halfheartedly accepted and some rejected, there are still some that can truly mean you..>

[16]

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