Campaign Rules
Initiative Combat for Lancer - General Guidelines
This hack replaces battlemaps for Lancer RPG by Massif Press. The rebalances here
may buff/nerf various Compendium entries against one another, but should maintain
playability and overall balance, i.e. nothing should be completely "broken".
Firstly, Spaces are Init Scores in general, and thinking of Inits as cells on a
single line of a hexagonal grid will help in understanding the reasoning behind the
following rules. The range tracks "advantage" in combat, rather than strict positioning.
Combat begins with an initiative roll, d20 plus the pilot's Agility or Systems.
The result is the Initiative (or Init) for that Pilot and Mech. Mechs of Size greater
than 1 are considered to be "on" their Init, but may launch and be targeted by attacks
up to Size Inits below. So a Size 2 mech on Init 19 may also attack from or be hit on
Init 18, but has Init 19 for all other purposes. Minimum Size (for the purposes of
taking up an Initiative) is 1 Init.
Each round, Pilots (and NPCs) take turns from highest Initiative to Lowest.
Multiple characters may have the same Init. Ties are broken by lowest Size acting first,
then highest Agility acting first, followed by highest Systems. Beyond that,
PCs go before NPCs, PCs may agree on order or roll-off. NPCs are GM choice.
During combat, damage from successful attacks is dealt to the target's Initiative score,
and the same amount added to the attacker's Initiative. If a character would have
their Init reduced to 0 or less for any reason, they immediately replace their
Initiative with the result of an Initiative roll before continuing as normal.
Range is considered the difference in Initiative, so Character A at 15 with a range
5 weapon can attack a target at Init 20 or Init 10, but not greater than 21 or below 9
(at least without spending Initiative, see below).
Attacks may spend at least 3 Initiative, assessed before establishing range and rolling.
Each 3 Initiative spent this way adds +1 Accuracy to the attack, or +1d6 to Damage. Attacks
meant to deal damage to the target (insted of trading Init as above) MUST include spending
Init in this manner.
Units move at their standard Speed, gaining Init on a 1-for-1 basis. If the Init gain
would cross one or more Inits that contain Difficult Terrain or a
triggered deployable/mine/drone, that movement costs 1 more Movement to avoid,
even if movement would end on such an Init. This cost is waived if the unit Disengages.
Effects that would block Line-of-sight instead grant Hard Cover. For example, Mech A is
on Init 14, with a Speed of 8. There are dangerous Inits on 18 and 19. Mech A can move
"directly" to Init 22, and trigger the effects of Init 18 and then Init 19 en route, or
take the 1-Movement penalty and end up on Init 21 free and clear. Think avoiding spaces
on a hexagonal grid, like "sidestepping".
The character(s) with the highest Init score may not gain Init through Movement,
though they may advance toward Objectives. Objectives are goals of combat that
may be attained through superior positioning, battlefield dominance, or wily tactics
employed through ideally-placed units' actions. Objective scores are reduced by
characters that have the highest Init "donating" their potential movement on a
1-for-1 basis. For example, the Objective for the PCs is to hold out for reinforcements.
While a PC has the highest Init, it may behoove them to donate their Movement toward
reducing the Objective, if they have 8 Speed, from, say 43 to 35.
All forms of involuntary movement constitute a gain or loss of Init, one for each space
moved, depending on the action's controller. If the movement is oriented toward/away from
the controller, Init gain/loss is assessed with that orientation if possible. Init lost
as part of an attack's damage does not count as involuntary movement. So 5 Init damage
to a target that had been on 20 results in the damaged unit having 15 Init, and not
triggering any effects on Inits 15-20. Actions that both deal Init damage and involuntary
movement do so as dictated by the Action's controller. For example, Mach B hits Mech A
(on Init 19) with a bomb, dealing 3 Damage and 1 movement. If there is a mine on Init 18,
Mech B's controller may choose to move Mech A first, triggering the mine, before assessing
Init loss from damage.
Units that are bound together, or use each other's structures, gain and lose Init
together.
Ranged attacks target a particular Initiative and character.
Area attacks radiate out from the targeted Init in the case of ranged Burst or Blast,
and radiate out from the attacker in the case of Line, Cone, or Burst.
Cone patterns may hit all Inits within range either above or below
the attacker's Init, attacker's choice. Line attacks are as Cones, but the
attacker may choose up to one eligible target at each Init score in range.
Burst and Blast attacks MUST hit at least one eligible target at each hittable Init,
or hit all targets within the radius. Also, for purposes of choosing targets, either
all targets must be "in cover" or all "out of cover". Similarly, a target that is
Flying must be the only target affected by an attack.
Regarding Difficult Terrain, Battlefield Cover, etc.: GMs may denote various Init values as
having intrinsic properties, including being "impassable", denoting the limits of the
battlefield (use sparingly).
"Adjacent space" is within 1 Init of the user.
All rules are as written, bar the following modifications (which may be "obvious" in light of
the above rules, but this section is to clarify/give specific examples):
This message was last edited by the GM at 17:14, Wed 08 Mar 2023.