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Write down your pilot’s personal gear when you embark on a mission.

You can pick up other


personal gear, important items, etc. during the course of your mission and leave spaces in your
storage open if you so choose. Small items on your person do not take up space in the cockpit
(a handgun, a communicator, a photograph of a loved one, etc. If it can fit in your hand or
pocket, you can take it in the cockpit (GM’s discretion, of course). This includes your pilot
weapon and your hard suit.

When you make a skill check, if you have something relevant in your personal gear that the
GM agrees is relevant, you can get +1 Accuracy on that skill check.

Here’s a list of some common personal gear for pilots. You don’t have to choose from this list
and can write your own.

Name Details

Camo Cloth A 5x5 square of reactive material that slowly shifts to reflect the
environment around it. The effect takes about 10 seconds to complete,
and makes anything hidden underneath very hard to spot
Extra Rations Pilot rations are typically no better than their nautical antecedents -
hard tack and nutritious paste. It’s not uncommon for pilots to store
extra food or luxuries such as chocolate, coffee, alcohol, or canned or
dried goods from their home world

HORUS Face Once fitted around the neck, this device can change the appearance of
Scrambler the head or face of the user by projecting a simple hologram over it. It
won’t pass up to casual inspection at close range, (being a simple, low
graphics image) but can take any appearance programmed, and is
good at fooling security cameras, non-human intelligences, and passes
well at long distance. Includes a voice changer that works whether the
face part is activated or not.

First aid medi-gel This reactive pseudo-skin can seal wounds and deliver immediate
relief. Using it won’t regain your pilot any traits, but it will stop
immediate bleeding, greatly lower pain, and increase mobility.
G.L.O.O. Gun High powered caulk gun, good at sealing hull breaches in a mech,
equally good at creating fast-hardening patches of incredibly sticky goo

I.P.S. Deployable Throwing this device down releases a sticky foam polymer that creates
Defilade a 4 foot high bulwark. It is highly resistant to fire, explosives, and
impact absorbent enough to withstand gunfire

Reactive Clothing These clothes can change color, pattern, or texture as programmed.
They can also be set to camouflage, reflecting the environment around
them. This effect takes about 10 seconds and makes the wearer’s
outline hard to see, but doesn’t work well when moving.

Reactive Makeup Popular on many worlds, this makeup reacts to electronic signals or
even moods. It can change color or even texture.

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Handheld Printer A miniaturized version of the much larger Union printers, can make
simple objects out of a flexible and durable plastic as long as you have
the pattern chip for them

Mag-clamps These clamps attach easily onto any metal surface, giving good
maneuverability in zero-g or when repairing mechs. Can be fitted to
boots.

Nanite Spray This spray paint can be sprayed on any surface. It is invisible to the
naked eye but can be used to transmit a simple message when
scanned via electronic transfer

Omnihook A quantum linked communicator that can communicate with both the
local network and a counterpart device simultaneously across space,
no matter the distance (not affected by relativity). Very valuable. Most
mech teams have at least one of these. Tuning an omnihook requires a
high degree of skill.

Personal Drone A small, non-combat drone. Fairly noisy, but can fly up to half a mile
without losing signal and can relay audio and visual information
Scope A powerful electronic scope that can give good vision up to two miles
away

Sleeping Bag Compact enough to fit in a mech cockpit, highly resistant to changes in
temperature. Some mech pilots swear by them as emergency fire
protection

Sound System Though not strictly necessary, many mech pilots hook up internal
speakers to give them a clear line to their compatriots during combat,
or simply play music
Stimulants Uncontrolled use can be very dangerous to the body and is a constant
problem amongst pilots. Keeps a pilot focused and awake for up to 30
hours. Sometimes administered automatically by built-in injectors in a
pilot’s mech cockpit, or even their body.

Wilderness Survival Contains many of the essentials for surviving in a hostile environment -
Kit rebreather, water filter, backup environmental suit, bivouac kit, etc

TALENTS
In LANCER, talents represent a pilot’s knowledge, experience, veterancy, and abilities. Talents
require talent points to gain or deepen; talent points are gained when you create your pilot, and
when your pilot levels up. When spending a talent point, a pilot can choose to broaden their
knowledge by acquiring a new rank I talent, or they can choose to deepen their knowledge of a
talent they already possess by acquiring higher ranks.

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