ACCURACY :LaLancerAccuracy:

+1:LaLancerAccuracy: to checks

Armor :LaLancerArmor:

A mech’s ARMOR reduces all incoming damage by that amount, excluding some special types of damage. ARMOR mostly depends on your mech’s FRAME, and never goes above four.

BONUS DAMAGE :LaLancerImpact:

Extra damage – kinetic :LaLancerKineticdamage:, energy :LaLancerEnergydamage: or explosive :LaLancerExplosivedamage: – that is added onto melee or ranged attacks. Attacks that target more than one character only deal half bonus damage.

Burn :LaLancerBurndamage:

When characters take BURN, it has two effects: first, they immediately take BURN damage, ignoring ARMOR, and then the character marks the burn they just took. At the end of their turn, characters with burn marked must roll an ENGINEERING check. On a success, they clear all burn currently marked; otherwise, they take BURN damage equal to the amount of burn currently marked.

Failing the ENGINEERING check does not increase how much burn is marked, it just prevents the currently marked burn from being cleared. Also, if a character is hit by multiple sources of BURN, the character still only makes one ENGINEERING check.

CHARACTER :LiBaby:

A player character (PC), non-player character, (NPC), or any other entity capable of acting (or reacting) independently, such as DRONES.

KINETIC DAMAGE :LaLancerKineticdamage::

You are hit with physical objects.

ENERGY DAMAGE :LaLancerEnergydamage::

You are hit with electomagnetic energy.

EXPLOSIVE DAMAGE :LaLancerExplosivedamage::

You are hit with concussive force.
^explosive

DAMAGE :LaLancerKnivesout:

Damage taken is subtracted from HP, and is either kinetic :LaLancerKineticdamage:, energy :LaLancerEnergydamage: or explosive :LaLancerExplosivedamage: or burn :LaLancerBurndamage:

DESTROYED MECHS :LaLancerBoom:

Destroyed mechs become wreckage – objects on the battlefield that can be moved and dragged around, and which provide hard cover. Any spaces occupied by wreckage are difficult terrain.

DIFFICULTY :LaLancerDifficulty:

+1:LaLancerDifficulty: to checks.

E-DEFENSE :LaLancerEdefense:

The statistic used to defend against tech attacks.

EVASION :LaLancerEvasion:

The statistic used to defend against most melee and ranged attacks.

GRIT :LaLancerPilot:

Half of a character’s LL (rounded up), representing their experience in combat. GRIT provides bonuses to some rolls and traits.

HEAT :LaLancerHeat:

Heat:LaLancerHeat: taken by a target represents harm to internal systems and reactor shielding. It fills in HEAT CAP.

HEAT CAP :LaLancerHeat:

The amount of heat a mech can take before it is at risk of overheating.

HEROIC

A HEROIC roll is only successful on a result of 20+, and the character making the attempt also suffers consequences if the result is less than 20.

HIT POINTS (HP) :LaLancerPilot:

The amount of damage a pilot can receive before going DOWN AND OUT, and the amount of damage a mech can receive before it takes structure damage.

IMMUNITY :LaLancerArmor:

Characters with IMMUNITY ignore all damage and effects from whatever they are immune to.

RANGE :LaLancerRanged:

The maximum range at which a weapon can be used for ranged attacks, measured from the attacking character.

REPAIR CAP :LaLancerRepair:

The number of times a mech can be repaired per mission.

RESISTANCE :LaLancerArmor:

Characters with RESISTANCE reduce damage, heat, or a type of damage, by half, after ARMOR has been applied. RESISTANCE to the same type of damage does not stack.

RISKY

A RISKY roll has clear and obvious complications, even on a success. When rolling a RISKY skill check, a character always suffers the consequences (or a lesser version of them) on any result under 20. A RISKY skill check still succeeds as usual on 10+, but the character suffers consequences anyway.

STRESS :LaLancerReactorstress:

All PC mechs (and some NPCs) have a certain amount of STRESS – generally 4 STRESS for
PCs. This is the amount of stress damage they can take before they suffer a reactor meltdown. When mechs exceed their HEAT CAP, they take 1 stress damage and make an overheating check. Structure: All PC mechs (and some NPCs) have a certain amount of STRUCTURE – generally 4 STRUCTURE for PCs. This is the amount of structure damage they can take before they are destroyed. When mechs reach 0 HP, they take 1 structure damage and make a structure check.

SENSORS :LaLancerTechactiondark:

The maximum range at which you can detect other characters, make tech attacks, LOCK ON, and use some systems. SIZE: The number of spaces that are occupied or controlled by a character or object. For example, SIZE 2 mechs occupy an area 2 spaces on each side and 2 spaces high. SIZE doesn’t necessarily represent precise physical dimensions.

SPEED :LaLancerMoveaction:

See Movement

TECH ATTACK :LaLancerTechactionlight:

The statistic used to make tech attacks and to take most tech actions.

THREAT :LaLancerThreat:

The maximum range at which melee and overwatch attacks can be made with certain weapons, measured from the attacking character. All weapons have THREAT 1 unless specified otherwise.
^threat

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