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| fuck outta here |
Lancer 4 Gay Babies: introduction and pilot creation
i dont give a fuck about Tom Parkinson Morgan's bald ass pussy but sometimes beautiful trans people want me to play a really bad roleplaying game system and after literal years of what some would (and all should) call literal christ-like suffering i must wriggle off the cross and save myself so i might as well save you while im at it. happy pride👎
note that this is a game to pull out as both a concession to the product brained who might be averse to running something that doesn't squat upon the itch.io bestselling page eternal and monolithic, AND as a rebuttal to those limp wristed wimps who want you to play a mech game where the available options to build your warmachine can be contained on the back of a dirty tissue. because of this, I have included all of the pilot talents and also all of the mechs found in the original book, though I have also made them cool and not suck, so i'm sorry if it was important to you that they sucked. by the way, my group has started using these rules and all of a sudden everyone is having a blast again. hallelujah hosanna in the highest.
Table of Contents
Pilots
You're a pilot. i don't care if you're a drugs war puppy or not it literally doesn't affect me at all.

perhaps your name is something like

FREAK OF DEVIL
GRIEFMAXXER JOB
SPLENDID SUPREME
FIDDLEHEAD
TOMMY THE TANK
EVISERAPTOR
WAX FAT
BENJAMIN BURNOUT
GREEN TEA WIFE
WITCHDOCTOR SPITTER
ACROSS PHOENIX
PENIX
JFK LESBIAN
INSIDIOUS 100
CYBERTIME SCARY
HUBIG LEMON
TORNADO SIESTA
FABULARD
IBRAHEEM TERMINATION
CHAKA KAHN SUNRISE
THE CRIMSON CIGARETTE
CHRONIC CHAMBER
CRYSTAL PRISON
DARK ODYSSEY
SNARLIFAX
CAPRICORN ZERO
STUMBELINA
CHARMING ANGEL
SPINSTER OF SATURN
WHISTLER THE FOUL
STARBOARD CHRISTMAS
XANAX SUNSPOT
INTERNAL TEMPERATURE FRIED CHICKEN
CANTELOPE CERVIX
RASPUTIN GIRLFRIEND
WEST TEXAS
STERLING SILVERADO
BAZOOKA REMEDY
STALLION DOUBLEDAY
QUEASE
FUCKMASTER FLEXXX
TORPEDO ALLEGENCE
RESENTMENT FEEDS ALWAYS
MODELO LIFEBLOOD
CIRCULAR LOGIC
REVERENCE FOR ALL
BUCKY TIPTOES
ZANZIBAX
BILL BUSTER
BLOOD DIAMOND DARLING
Skill Sets

NO fucking larpers...

everyone starts with 2 Skill Sets.
these are used while in and out of your Mech.
you roll ALL of the skills listed under either of your Skill Sets at +2
you may designate any single skill (not a skill set! a skill!) Pilot only, or Mech only. This gives you an additional +2 in that skill, but you use this skill outside of its designated context, you get no bonuses at all.
once per session, after you make any skill roll, you can permanently add +1 to that specific skill.
this can be a skill in a Skill Set you do not have.
Coordination
Catch and Throw
Contort
Climbing
Acrobatics
Quiet and Balanced Movement
Sudden and Deliberate Movement
Zero G. Movement
Endurance
Remain Calm
Resist Shock
Exert Strength
Distance Movement
Sprint Movement
Poison Tolerance
Speaking
Compel Answer
Teach
Cajole
Bluff Past
Talk Down
Seduce
Cross Language Barrier
Bargain
Goad
Gaslight
Ingratiate
Performing
Sanctify
Intimidate
Misdirect
Encode
Put at Ease
Amuse
Unsettle
Awe
Inspire
Awareness
Detect Lie
Determine Character
Hearsay
Identify Structural Weakness
Detect Hidden Movement
Survival
Growing and Identifying Plants
Handling and Butchering Animals
Finding and Following Trails
Scavenging and Jury Rigging
Finding and Creating Shelter
Information and Technology
Code-Cracking
Safe and Lock Cracking
Information Smuggling
Anonymity
Force Service
Deny Service
System Subversion
System Crashing
System Prowling
Engineering
Microelectronics
Chemical Analysis
Chemical Production
Reverse Engineering
Machine Repair
Mechanical Override
Medical
Diagnose
Emergency Medicine
Psychotherapy
Lifesaving Surgery
Cybernetic Surgery
Plastic Surgery
Fighting
Street Fighting
Exhibition Fighting
Dueling
Brawling
Military
Poisons
Torture
Biological Weapons
Demolitions
Bomb Disarming
Direct Assault
Act Under Fire
Capture
Assassination
Pilot Training

rumor has it he's slipped in the slop but man... once upon a time...

Choose 1 of these Trainings at character creation. Appropriate training programs may allow you to choose more.
Ace
You may move at Flanking and Full Speed in the air without taking Pilot Damage.
Bonded
Choose another character; this choice is permanent. Any D20 rolls you make while adjacent to one another have Advantage.
Brawler
All damage from Collisions and Grappling hits the enemy an additional time.
Brutal
If you ever deal maximum damage, roll an additional hit of damage. this stacks.
Centimane
When a target takes damage from one of your Nexus weapons, they do not have line of sight to anyone not adjacent to them until the start of your next turn.
Combined Arms
When you roll to hit a target with a melee attack and do, your next ranged attack against them may deal full damage without rolling to hit, and vice versa.
Crack Shot
If you do not move on your turn, the next ranged attack you make that does damage and rolls to hit does maximum damage.
Drone Commander
Your drones takes 2 hits to kill.
Duelist
When you roll to hit with a melee attack and do, you may instead deal no damage with that hit and immobilize the part of your target's Frame that you struck until the start of your next turn.
Engineer
you gain 1 free License, which can only be used to Synthesize a new System.
Executioner
When you roll to hit with a melee attack and miss, you may automatically make another melee attack that does not roll to hit, and strikes in a blast around you.
Exemplar
When you roll to hit a target and do, you may mark them. Until one of you dies, your allies deal full damage against them without rolling to hit, and both of you cannot roll to hit other targets.
Gunslinger
if you fire the first shot in an engagement, it does maximum damage.
Grease Monkey
if you climb out of your Mech in order to perform repairs, the Pilot whose Mech you repaired re-rolls all their Structure dice and takes the higher result.
Hacker
All your attacks that do no damage now do 1 Pilot damage.
Heavy Gunner
When you make a ranged attack that can deal damage against a target and do not roll to hit, the next time that target moves or teleports, you may automatically make another attack against them with the same weapon. do not roll to hit. the target chooses to take half damage and move/teleport, or full damage and completes the move or teleport.
Hunter
When you make an attack with a melee weapon, you may move at half speed towards your target for free before making the attack.
Infiltrator
At the start of your turn you may choose one target you can see. No matter where you are, they do not have line of sight to you and you may move through their space like they are not there. If that target ever gains line of sight to you, you can’t choose them again until you break line of sight by some other means.
Juggernaut
While moving at full speed, if you collide with a Mech, you do collision damage as normal but continue moving in a straight line through them, allowing you to collide with multiple Mechs with a single move.
Leader
If you allies see you succeed a D20 roll and attempt the same action on their next turn, they roll with advantage.
Nuclear Cavalier
if you choose to take Pilot damage on your turn, the next D20 roll you make this turn using one of your Mech’s systems has advantage.
Siege Specialist
you destroy cover in half the number of attacks, and any damage you cause via destroying terrain, collapsing buildings, etc. deals an extra hit of damage.
Skirmisher
the first time you would take damage or another effect from a hostile target on your turn, you may ignore it.
Spotter
on your turn, if you have line of sight to an target, you may choose to not move in order to let an ally move at a speed of their choosing to a point where they have line of sight to the same target.
Stormbringer
If you hit a target twice on the same turn, you may choose to do no damage with the second hit to knock them backwards or prone.
Tactician
In addition to the standard effects of Flanking and High Ground, when you hold either position, the first hit you do on your turn deals maximum damage.
Technophile
You have developed a rudimentary Machine Mind. On your turn, you may take 1 Pilot Damage to have it repeat a single action you took this turn of any kind, as long as it does no damage.
Vanguard
if an enemy adjacent to you moves away from you (including in passing), you may make a free melee attack against them that cannot roll to hit.
Walking Armory
increase the Mag size of all your weapons by 1.
Capacity

tha goat

Your Pilot has 12 Capacity. This represents their ability to function both mentally and physically. Pilot Damage is dealt to your Capacity.
When you're at half Capacity, you freak the fuck out. Roll for a random piece of your Frame: you can no longer operate it or any of its mounted Systems without taking 1 Pilot Damage.
You are dead at 0 Capacity.
Pilot Inventory

yes dog yes

your Pilot may wear 1 Hardsuit, and carry 6 significant items on their person
Pilot Gear
Pilot Gear is a combination of items useful in and out of your Mech.
Weaponry
Anti-infantry
Melee
Knives: ignore Capacity from a Hardsuit or other armor if you’re in a grapple
CO2 Knife: hits twice if target doesn’t have a Hardsuit. Mag Size: 1
Field Machete if you roll to hit and do, you can cut someone’s limb off.
Weighted Axe: damage against a Hardsuit destroys the Hardsuit.
Velocity Rod: if you roll to hit and do, the target is stunned. Mag Size: 1
Lance: if your enemies don’t have lances, you win initiative without rolling.
Guns
Pistols: if your enemies don’t have pistols, you win initiative without rolling. can only attack in your own zone. Mag Size: 12
Assault Rifles: if you roll to hit and do, hit twice. if you don’t roll to hit, hit in a blast around your target. Mag Size: 6
Shotguns: deal full damage without rolling to hit. can only attack in your own zone. Mag Size: 3
Machine Guns: deal you 1 Pilot damage, hit twice. if you don’t roll to hit, hit an area. Mag Size: 3
Sniper Rifles: if you take a turn to set up, deal maximum damage with it on all attacks on your next turn. Mag Size: 3
Grenade Launcher: gives grenades standard gun range. Mag Size: 3
Grenades can only be thrown within your Zone. All are Mag Size 1
Smoke: creates an area that blocks line of sight
Frag: hits in a burst
Incendiary: creates an area that deals a Hit of Pilot damage if you end your turn in it and you’re not in a Mech.
Flash: hits in a burst, anything not in a Mech that’s hit by it automatically loses initiative and is stunned on their next turn.
Anti-Mech
Trepanation Charge: takes an action to set and another to activate, which can be done remotely. Does a hit of Structure damage to whatever it’s stuck to. If that’s the Body of a Mech, it melts a hole through it big enough to squeeze through. Mag Size: 1
Rocket Hammer: if you can brace yourself, hitting a stationary target with it is treated as a Mech attack. This means you can use it on a Mech if you’re braced and standing on it, but it’s not useful in combat otherwise. Mag Size: 3
Helsing Stakes: anti-Mech infantry weapon that inhibits the functioning of certain systems. They must be driven into the Body of the Mech with a Rocket Hammer (this still does damage from the hammer hit). There are several varieties, all are Mag Size 1
Killspike: deals a hit of Structure damage.
Reality Anchor: prevents all teleportation (personal or targeted) until the Stake is removed.
Shellbreaker: prevents all shielding (personal or targeted) until the Stake is removed.
Luddite Spike: prevents all attacks that do zero damage from being used.
Bent Spear: any time the Pilot inflicts 1 Pilot Damage on themselves it instead does a full hit of Pilot damage. if they were already inflicting a full hit, they take maximum damage from it.
Suits
Jellybaby: a Non-Human Person like a big fat baby of transparent jelly about the size of a volkswagen bug. can hold a single person inside of it, which lets you control it and breathe in vacuum or underwater indefinitely. +3 Capacity, and can traverse water and zero-g gracefully, but can’t hold its own weight, and collapses under gravity if it’s not in the water. its brain is very stunted, and thinking is painful. it finds letting its wearer think for it a massive relief, to the point where it will navigate to a user who has worn it if it can see them.
Hardsuit: a protective exoskeleton. Any Hardsuit has a headset, allowing you to communicate at whisper volume anywhere with anyone else whose headset is synced to yours. All of them can activate magnetic clamps on their feet. There are several varieties and modifications.
Light Hardsuit: while you are out of your Mech, +2 Capacity
Medium Hardsuit: while you are out of your Mech, disadvantage to anything requiring finesse and +3 Capacity
Heavy Hardsuit: while you are out of your Mech, disadvantage to anything requiring finesse or speed. allows you to wield Mech Weapons Systems, though this takes both hands. if you’re at full capacity and get hit by Structure damage, you drop to 1 instead of dying. + 6 Capacity.
Stealth Hardsuit: while you are out of your Mech, you may take 1 Pilot damage to become invisible until the end of this turn. +1 Capacity.
Filter Mask: can be added to any Hardsuit, filters out toxins but disadvantage any Speaking skills.
Oxygen Tank: can be added to any Hardsuit. 30 mins of breathable air, but any projectile that hits you will cause it to rocket free, dealing an extra hit to you.
Thermal Visor: can be added to any Hardsuit. nightvision and thermal vision, but you take disadvantage to any Awareness skills.
Other Equipment
Deathmask: blank, flexible mask. covers someones face; chews it off, then extrudes a 3D printed facsimile over its blank surface, perfectly mimicking it. anyone who knew the target automatically loses initiative to you, and if they can only see your face, they will believe you are the target until they hear you speak.
Bondworm: a Non-Human Person like a semi-transluscent worm with a set of manipulator tendrils at the front and back end of it. very intelligent, and sensitive. Bonds with a single person, and only wants to do what they tell it, or to help them if they cannot tell it what to do. unless ordered, it will not aid another. Can replace or incorporate into a damaged or severed limb, allowing for continued function; this is permanent, and kills the worm after a day. Can temporarily bond with your mouth and nose, filtering out harmful toxins, or allowing you to breathe its stored oxygen; this kills the worm after about 15 minutes. Can bioluminesce as bright as a flashlight.
Eucharist Drip: a set of IV tubes you can run from yourself to someone else. This lets you take a hit of Pilot damage to heal them for half that Capacity, minimum 1.
Halflife Drip: IV rig. used in a mech, lets you ignore the effects of falling to half Capacity.
Grapple Rig: fires and retracts a pair of grapple lines either in conjunction or independently, which allows you to pull yourself to heavy objects, and swing around at Flanking Speed.
Starfall Harness: converts velocity into heat and noise. You can fall from any distance (including orbit!) and you’ll only take a single Hit of Pilot damage.
Smart Cable: 50 feet of thick synthetic cable. Can hold a small car before snapping. Will knot and unknot itself on command.
Blackbox: so long as you are in your Mech, you have +3 Blackbox Capacity. So long as your Mech’s Body is intact, when you take hostile Pilot Damage, you may choose to lose a point of Blackbox Capacity instead.
Headhunter Rig: attach the stump of a neck to the base plate and attach the fluid clamps. The head will be jolted and drugged back into enough consciousness to answer a question truthfully 3 times.
Deployable Cover: quick-setting foam that expands out into cover that can shelter 2 human sized figures. Functions as Light Cover against Mech Weapons and Heavy Cover against conventional weapons.
Stimspike: take a hit of Pilot damage. ignore, but record it along with all Pilot damage you take for the next 5 minutes. After 5 minutes, you suffer it all. this can stack up to 3 times to prolong the duration before your heart explodes.
Shacklebox: a heavy computing block about the size of a coffin. handles for transportation; must be carried by two people and cannot be placed in your Pilot Inventory. contains three mounts where any Mech System that does not deal Structure damage can be Mounted, and a tightly shackled Machine Mind to run them. It gets its own turn, but does not want to do anything except listen to orders given from an authorized user. the Shacklebox counts as both Mech and Pilot for the purposes of these Systems, and has 6 Capacity and 1 Structure.
Brain Baby: like a Shacklebox, but about the size of a human head. can be carried by one person. each Brain Baby comes with single Mech System that does not deal Structure damage. that System cannot be dismounted. the Machine Mind in a Brain Baby is rudimentary, and can only run that single dedicated System. It gets its own turn, but does not want to do anything except listen to orders given from an authorized user. It counts as both Mech and Pilot for the purposes of these Systems, and has 3 Capacity and 1 Structure.
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| cya one |


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