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Lancer
Lancer
Version 0.1
SPACE MANEUVERABILITY
Mechs can be outfitted with flight systems to maneuver in
space.
You can fly when you Boost or make a standard
move; however, you take 1 heat at the end of each of
your turns in which you fly this way.
GENERAL GUNDAM
WEAPONS
TRAITS
BIRD MODE
As a full action, the Wing Gundam can transform
into a flying mode or back into its normal mode. Its
speed increases by 2 in this mode. Wing Gundam can
only attack with the weapon in its heavy mount in
this mode.
WING SHIELD
1/round as a reaction, the Wing Gundam can give
+1 Disadvantage to any attack against it or an allied ZERO Reaction
character adjacent to it before the attack roll is made. 1/round, reaction
Trigger: A character starts their turn within your line
MOUNTS of sight.
HEAVY MOUNT MAIN MOUNT AUX MOUNT Effect: State a quick action you want the target to
take. If the target doesn’t take that quick action on
CORE SYSTEM their next turn, you can immediately make an attack
against them.
ZERO SYSTEM
If they do take the action, you gain +1 Advantage on
ZERO System your next action.
Active (1CP), Protocol
Until the end of the scene, at the start of each of your
turns, you can apply Lock On on all units of your LICENSE I:
choice within range of your sensors. SEARCH EYE, VULCAN GUN
Buster Rifle
Heavy Rifle, Loading
[Line 10][2d6 Energy]
Each shot from this powerful weapon is comparable to the
main guns of a battleship.
Recharge System
2 SP
As a quick action, you can take 2 Heat to reload all
Loading weapons.
You can draw power and resources from your reactor
instead of ammo stores.
Wings
3 SP
You can fly.
Wing Gundam’s wings allow it to fly in all environments.
TRAITS
HOMING MISSILE
When Heavyarms makes an attack with a launcher
and consumes a Lock On, the attack gains Seeking.
RAIN DOWN
All of your launcher attacks gain Arcing.
MOUNTS
HEAVY MOUNT MAIN/AUX FLEX MOUNT
MOUNT
CORE SYSTEM
OVERWHELMING BARRAGE
Fire Everything
Active (1CP), Full Action
You can make an attack with all of your weapons.
The attacks don’t have to be against the same target.
You deal 1d6 bonus damage with each attack, but a
target only takes this bonus damage once.
TRAITS
ANTI-BEAM COATING
The Sandrock’s cloak is treated with an anti-beam
coating. The Sandrock has resistance to Energy
damage.
MOUNTS
MAIN/AUX MAIN MOUNT
MOUNT
CORE SYSTEM
ARMADILLO ARMOR
ARMADILLO ARMOR
Active (1CP), Protocol
You call down a set of armadillo armor on yourself or
an allied character within sensor range. They gain the
following effects.
Shield Flashers
Shield 3 SP, Limited 3
Aux Melee Each character in a [Cone 5] area must make a
[Threat 1][1d3 Kinetic] Systems Save. On a failed save, the character only has
Instead of making an attack with this weapon, you line of sight to adjacent spaces until the end of their
can choose to use it defensively. If you do so, all next turn.
attacks against you gain +1 Disadvantage until the Shield flashers release a blinding flash of light.
start of your next turn.
Commander
2 SP, Unique
When you Bolster, you can choose one of the
following additional effects.
Heat Shotel
Main Melee, Thrown 3
[Threat 1][1d6+2 Kinetic]
You can make two attack rolls when making an attack
with this weapon. If both attack rolls would hit, the
attack becomes a critical hit.
TRAITS
FIGHTING SIGHT
The Shenlong gains +1 Advantage on its first melee
attack each turn.
CHARGE SHIELD
When you Boost, attacks against you gain +1
Disadvantage until the start of your next turn. You
ignore engagement and don’t provoke reactions from
a character you hit with a melee attack on the same
turn.
MOUNTS
MAIN/AUX FLEX MOUNT
MOUNT
CORE SYSTEM
CRITICAL POINT STRIKE
Beam Glaive
Main Melee, AP, Reliable 1
[Threat 3][1d6 Energy]
This beam weapon can take on the shape of a glaive or
trident.
Twinned Weapon
3 SP, Mod
LICENSE II: SHENLONG FRAME, DRAGON Choose one weapon. You can roll 2d20 when
FANG, TAIL CANNON attacking with this weapon and take the highest
result. If the attack affects multiple targets, you only
Dragon Fang gain this bonus against one of the targets of your
Main Melee, Seeking choice.
[Threat 2][1d3+1 Kinetic]
You have two copies of a weapon that work in tandem
You can make a melee attack with this weapon with a with each other.
range of 5. On a hit, you catch the character with the
Dragon Fang. Neither you nor the caught character
can move more than 5 spaces away from each other
unless you make another attack with this weapon,
disengage it as a free action, or the caught character
breaks free as a Quick Action.
Tail Cannon
Main Rifle
[Range 10][1d6+1 Energy]
This weapon counts as an integrated mount
and does not require a mount. You do not gain
disadvantage for making attacks with this weapon
while engaged.
TRAITS
HYPER JAMMERS
Lock On can’t be applied to Deathscythe and it can’t
be scanned unless it chooses to allow it.
ASSASSINATE
1/round, Deathscythe may deal +1d6 Bonus Damage
on a hit with a melee attack if it started the turn
invisible or is currently invisible.
MOUNTS
HEAVY MOUNT AUX MOUNT
CORE SYSTEM
ACTIVE CLOAK
ACTIVE CLOAK
Active (1CP), Protocol
You are Invisible for the rest of the scene.
LICENSE I:
Blinding Speed
BEAM SCYTHE, BLINDING SPEED
1 SP, Unique
You are Invisible while moving. Your invisibility
Beam Scythe
ends if you initiate an attack.
Heavy Melee
[Threat 2][2d6+1 Energy]
When you attack a character with this weapon, you
can also attack another character within 1 space of
the original target
Auxiliary Boosters
2 SP, Unique, Protocol, 1 Heat (Self)
Cloak Systems
When you Boost, you can move up to 4 additional
3 SP, Protocol, Unique, 2 Heat (Self)
spaces, but your movement must be in a straight line.
You become Invisible until you take damage, or until
Scissor Shield the end of your next turn.
Aux Melee, Thrown 5
[Threat 1][1d3 Kinetic] Dash Dance
2 SP
This weapon gains Seeking when thrown. When you
Brace, any remaining damage you take is reduced by You can Disengage as a quick action or a free action
1d3 to a minimum of 1. 1/turn. If you Disengage as a free action, you take 1
Heat (Self).