List of Equipment Tags

AI

A mech can only have one system with this tag installed at a time. Some AI systems grant the AI tag to the mech. A mech with the AI tag has an NHP or COMP/CON unit installed that can act somewhat autonomously. A pilot can choose to hand over the controls to their AI or take control back as a protocol. Their mech gains its own set of actions and reactions when controlled by an AI, but the pilot can’t take actions or reactions with it until the start of their next turn. AIs can’t benefit from talents, and have a small chance of cascading when they take structure damage or stress damage.

Accurate

Attacks made with this weapon receive +1:LaLancerAccuracy: Accuracy.

Archaic

This weapon is old-fashioned and can’t harm mechs.

Arcing

This weapon can be fired over obstacles, usually by lobbing a projectile in an arc. Attacks made with this weapon don’t require line of sight, as long as it’s possible to trace a path to the target; however, they are still affected by cover.

Armor-Piercing (AP) :LaLancerArmorpiercingap:

Damage dealt by this weapon ignores ARMOR.

^ap

Blast X :LaLancerBlastpattern:

Attacks made with this weapon affect characters within a radius of X spaces, drawn from a point within Range and line of sight. Cover and line of sight are calculated based on the center of the blast, rather than the attacker’s position.
Blast Examples

Burn X :LaLancerBurndamage:

On a hit, this weapon deals X Burn to its target. They immediately take that much burn damage, ignoring ARMOR, then mark X Burn on their sheet, adding it to any existing Burn. At the end of their turn, characters with marked burn make an Engineering check. On a success, they clear all marked burn; on a failure, they take damage equal to their total marked burn.

Burst X :LaLancerBurstpattern:

Attacks made with this weapon affect characters within a radius of X spaces, centered on and including the space occupied by the user (or target). If the Burst is an attack, the user or target is not affected by the attack unless specified. Cover and line of sight are calculated from the character. If a Burst effect is ongoing, it moves with the character at its center.
Burst Examples

Cone X :LaLancerConepattern:

Attacks made with this weapon affect characters within a cone, X spaces long and X spaces wide at its furthest point. The cone begins 1 space wide.
Cone Examples

Danger Zone :LaLancerDangerzone:

This system, talent, or weapon can only be used if the user is in the Danger Zone (Heat equal to at least half of their Heat Cap).

Deployable

This system is an object that can be deployed on the field. Unless otherwise specified, it can be deployed in an adjacent, free and valid space as a quick action, and has 5 Evasion and 10 HP per Size.

Drone

This is a self-propelled, semi-autonomous unit with rudimentary intelligence. Unless otherwise specified, Drones are Size 1/2 characters that are allied to the user and have 10 Evasion, 5 HP, and 0 Armor. To be used they must be deployed to a free, valid space within Sensors and line of sight, typically as a quick action. Once deployed, they can be recalled with the same action used to deploy them (quick action or full action, etc.), rejoining with your mech. By default, Drones can’t take actions or move; if they do have actions or movement, they act on their user’s turn. They benefit from Cover and other defenses as usual, and make all mech skill checks and saves at +0. If a Drone reaches 0 HP, it is destroyed and must be repaired before it can be used again – like any system. As long as a Drone hasn’t been destroyed, it is restored to full HP when the user rests or performs a Full Repair. Deployed Drones persist for the rest of the scene, until destroyed, or until otherwise specified.

Exotic Gear

EXOTIC GEAR is a general tag for equipment that exists outside the traditional licensing system.

Free Action :LaLancerFreeaction:

Characters can take free actions at any point during their turn, and they don’t count toward the number of quick or full actions they take. They can also be used to take actions more than once per turn.

Full Action :LaLancerFullturn:

This system requires a full action to Activate.

Full Tech :LaLancerTechactiondark:

This tech can be used as a Full Tech Action.

Gear

This is a tool, piece of equipment, or another item. Pilots can have up to three of these at a time.

Grenade

As a quick action, this explosive or other device can be thrown to a space within line of sight and the specified Range.

Heat X (Self) :LaLancerHeat:

Immediately after using this weapon or system, the user takes X Heat.

Heat X (Target) :LaLancerHeat:

On a hit, this weapon or system deals X Heat to its target.

Inaccurate

Attacks made with this weapon receive +1:LaLancerDifficulty: Difficulty.

Indestructible

This equipment cannot be marked as Destroyed.

Invade :LaLancerTechactionlight:

This system provides additional options for the Invade Quick Tech Action.

Invisible

This unit is Invisible.

Invulnerable

This equipment is immune to all damage.

Knockback X

On a hit, the user may choose to knock their target X spaces in a straight line directly away from the point of origin (e.g., the attacking mech or the center of a Blast). Multiple Knockback effects stack with each other. This means that an attack made with a Knockback 1 weapon and a talent that grants Knockback 1 counts as having Knockback 2.

Limited X

This weapon or system can only be used X times before it requires a Full Repair. Some Limited systems, like Grenades, describe these uses as “charges”. To use the system, the user expends a charge.

Line X :LaLancerLinepattern:

Attacks made with this weapon affect characters in a straight line, X spaces long.
Line Example

Loading

This weapon must be reloaded after each use. Mechs can reload with Stabilize and some systems.

Mine

As a quick action, this device can be planted in an adjacent, free and valid space on any surface, but not adjacent to any other mines. Upon deployment, it arms at the end of the deploying character’s turn and – unless otherwise specified – is triggered when any character enters an adjacent space. Characters leaving an adjacent space will not trigger a mine. Once triggered, a mine creates a Burst attack starting from the space in which it was placed. Mines within a character’s Sensors can be detected by making a successful Systems check as a quick action, otherwise they are Hidden and can’t be targeted. Detected mines can be disarmed from adjacent spaces by making a successful Systems check as a quick action; the attempt takes place before the mine detonates, and on a failure, the mine detonates as normal.

Mod

This modification can be applied to a weapon. Each weapon can only have one Mod, and cannot have more than one of the same Mod. Mods are applied when the user builds their mech or during a Full Repair.

Modded

This weapon has been equipped with a weapon mod.

Ordnance

This weapon can only be fired before the user moves or takes any other actions on their turn, excepting Protocols. The user can still act and move normally after attacking. Additionally, because of its size, this weapon can’t be used against targets in engagement with the user’s mech, and cannot be used for Overwatch.

Overkill - 1d6⚅ :LaLancerHeat:/use

When rolling for damage with this weapon, any damage dice that land on a 1⚀ cause the attacker to take 1 Heat:LaLancerHeat:, and are then rerolled. Additional 1⚀s continue to trigger this effect.

Overshield

This system provides HP that disappears at the end of the scene or when a specified condition is met. The user only retains the highest value of Overshield applied – it does not stack. For example, if a system provides Overshield 5 and the user gains another effect that provides Overshield 7, they would gain Overshield 7. Damage is dealt to Overshield first, then HP. Overshield can push a character past their maximum HP. It can’t benefit from healing but otherwise benefits normally from anything that would affect HP and damage (i.e., reduction, armor, etc).

Personal Armor

This gear offers protection in combat, but it is obvious to observers and usually can’t be hidden. Only one piece of Personal Armor can be worn at a time. Putting on Personal Armor takes 10–20 minutes, and while wearing it, pilots have restricted mobility and dexterity. Nobody wears armor unless they’re expecting to go into a warzone.

Pilot Weapon

On missions, pilots can take up to two weapons. All pilot weapons are pilot-scale and can’t be used by mechs.

Protocol

This system can be activated as a free action, but only at the start of the user’s turn. Another action might be needed to deactivate it.

Quick Action :LaLancerQuickturn:

This sysem requires a quick action to Activate.

Quick Tech

This tech can be used as a Quick Tech Action

Range (X)

This system can be activated at a range of X spaces.

Reaction :LaLancerReaction:

This system can be activated as a reaction.

Recharge X+

Once this system or weapon has been used, it can’t be used again until it is recharged. At the start of this NPC's turn, roll 1d6: if the result is equal to or greater X, the equipment can be used again. Only one roll is required for each NPC, even if an NPC has multiple Recharge systems or weapons. If this NPC has two Recharge systems with target numbers of 4+ and 5+, a roll of 5 will recharge both.

Reliable X

This weapon has some degree of self-correction or is simply powerful enough to cause damage even with a glancing blow. It always does X damage, even if it misses its target or rolls less damage. Reliable damage inherits other tags (such as AP) and base damage type but not tags that require a hit, such as Knockback.

Resistance

Reduce all damage from a source you have RESISTANCE to by half.

Resistance (All)

This unit has RESISTANCE to all damage types.

Seeking

This weapon has a limited form of self-guidance and internal propulsion, allowing it to follow complicated paths to its targets. As long as it’s possible to draw a path to its target, this weapon ignores cover and doesn’t require line of sight.

Shield

This system is an energy shield of some kind.

Sidearm

This weapon can be used to Fight as a quick action instead of a full action.

Smart

This weapon has self-guidance systems, self-propelled projectiles, or even nanorobotic ammunition. These systems are effective enough that its attacks can’t simply be dodged – they must be scrambled or jammed. Because of this, all attacks with this weapon – including melee and ranged attacks – use the target’s E-Defense instead of Evasion. Targets with no E-Defense count as having 8 E-Defense.

^smaht

Threat X :LaLancerThreat:

This weapon can be used to make Overwatch attacks within X spaces. If it’s a melee weapon, it can be used to make melee attacks within X spaces.

Thrown X :LaLancerRanged:

This melee weapon can be thrown at targets within X spaces. Thrown attacks follow the rules for melee attacks but are affected by cover; additionally, a thrown weapon comes to rest in an adjacent space to its target and must be retrieved as a free action while adjacent to that weapon before it can be used again.

Unique

This weapon or system cannot be duplicated – each character can only have one copy of it installed at a time.

Unlimited

This ability can be used any number of times per round.

X/Round

This system, trait or reaction can be used X number of times between the start of the user’s turn and the start of their next turn.

X/Turn

This system, trait, or reaction can be used X number of times in any given turn.

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