Mech Skills
Mechs operate on an entirely different level to anything else in Lancer. They’re powered, armored hulks of incredible strength, packed full of advanced systems and weapons. A mech is capable of far more than a person on foot. They grant their pilots the ability to perform feats of incredible strength, speed, and resilience when skill alone isn’t enough.
Your lancer has four Mech Skills that represent their ability to build, pilot, and fight with mechs:
- Hull describes your ability to build and pilot durable, structurally sound mechs that can take punches and keep going.
- Agility describes your ability to build and pilot fast, evasive mechs.
- Systems describes your ability to build and pilot advanced mechs with powerful electronic warfare capabilities.
- Engineering describes your ability to build and pilot mechs with effective reactors, supplies and support systems.
Mech skills go from +0 to +6 and are used:
- instead of Triggers when you make Skill Check that directly utilize a mech (e.g., if you wanted to punch something with a mech, you would roll Hull instead of a pilot trigger like ‘Assault’).
- in mech combat, especially when making saves.
- for additional bonuses when building a mech.
When you make a roll that calls for one of these skills, you add the relevant skill to your roll.
Hull
Roll this when smashing through or pulverizing obstacles, vehicles, or buildings; lifting, dragging, pushing, or hurling an enormous amount of weight; grabbing or wrestling mechs, starships, or mech- sized creatures; resisting a huge amount of force; or, staying upright in cataclysmic weather.
+2 HP for each point of Hull
+1 Repair Cap for every two points of Hull.
Agility
Roll this when chasing, pursuing, or fleeing with incredible speed; performing acrobatics in your mech; hiding or moving silently; performing a feat of fine manual dexterity with your mech; or, dodging out of the way of danger.
+1 Evasion for each point of Agility
+1 Speed for every two points of Agility
Systems
Roll this when infiltrating hardened and powerful electronic systems and targets, including other mechs; boosting or suppressing a signal; engaging in electronic warfare; scanning or analyzing information; boosting or weakening the electronic systems of vehicles, mechs, starships, or bases; interacting safely with electronic life forms; or, analyzing the nature of unfamiliar electronic systems.
+1 E-defense and Tech Attack for each point of Systems
+1 SP for every two points of Systems
Engineering
Roll this when pushing your mech past its limits; withstanding extreme conditions such as heat, cold, void, or radiation; using your mech’s reactor like a forge; keeping your mech running well past its breaking point or for extreme amounts of time; traveling or moving safely through hazardous or hostile conditions; boosting the reactor output of other mechs, starships, or bases; or, conserving and efficiently using ammo, power, and other resources.
+1 Heat Cap for each point of Engineering
+1 to the maximum uses of any limited systems or weapons for every two points of Engineering