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Hey all!

I’m very proud to announce the first test release of a side project  I’ve been working on for some time now, LANCER, the Mech RPG.

You can pick up, read, and download a test copy here for free. Give it a read, try playing it, and let me know what you  think. If you’re into military sci-fi, Titanfall, Destiny, comic books,  the Halo series, BattleTech, or all forms of Giant Robot media, you  might love the hell out of it.

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Anonymous

Also, while I'm at it, a quick suggestion for a GMS mod because I noticed a critical lack of VOTOMS: Gliding Wheels (GMS mod, 1IP): your mech has wheels built into its feet, and you can use them to "skate" along the ground at high speeds. When you Boost, you may move twice your Speed, but you make Dangerous Terrain tests with 1 Difficulty when you do so.

WendyOfTheWoods

So a Major question im getting from my players is how the Licenses work. We understand that every license gives you access to a new mech, stats increases and gear and that these are added to your Kit. the first question is do the total of all stat increase move to each different Mech ie i have +7hp +3Hull +1 Systems and i can move those to a Blackbeard for example but the Hull and system cant go above 15 this way? And what ever gear i have got can be put on the Blackbeard even if the gear is mostly from SSC licenses or is gear and systems maker specific outside GMS?

Anonymous

My reading of the rulebook is the same as yours: - license levels unlock gear that you can *choose* to equip. Mech cores (whether it's the Everest or a specialised core) still have IP and EP maximums, and you still have to pick gear worth no more than those maximums. - stat bonuses are permanent regardless of what you're piloting. Base stat values are capped at 15 (so even if you have +7 Hull from licenses, you can't have more than 15 Hull). Gear/systems that boost your stats can raise them above 15. - worth noting mech cores are a license tier 2 thing, so at tier 1 you'd still be using an Everest, you just have access to some manufacturer-specific gear. This is definitely something that needs an example in the book, but I assume one will exist in the final version. So at Pilot Level 1, you have the GMS license, 1 Skill Point and 1 License Point. If you spend that 1LP on the IPS-N Drake tree, you get an Everest with +4 HP and +1 Hull, access to all the GMS gear and modules, and access to the IPS-N Assault Cannon and IPS-N Barrier Assault Shield, which you can equip using the Everest's 7EP/5IP load limits. If you spend a second point in the Drake tree, you get another +4 HP and access to more gear, including the Drake core. This means you could either pilot an Everest with +8 HP and +1 Hull, or you could pilot a Drake with +8 HP and +1 Hull (you would pick the Drake since it's strictly better). If you pilot a Drake, you can equip any of the GMS gear you're licensed for, or any of the Drake gear you're licensed for. If you then spend two points in the SSC Dusk Wing tree, whatever mech you print has +14 HP, +1 Hull, +1 Agility, +1 Systems and access to all the GMS weapons/mods, the tier 1/2 Drake weapons/mods, and the tier 1/2 Dusk Wing weapons/mods. You could then pilot either an Everest (again, you wouldn't), a Drake or a Dusk Wing with all those stat bonuses, depending on what stat line you want (which will depend on what gear you want to take). I really like this, because it's a great way of giving players the flexibility to pick loadouts based on the tactical situation, but also doesn't overwhelm them with options and stats.