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Lancer 4 Gay Babies: playing the game
Table of Contents
Playing the Game
Unless a rule states otherwise, to do anything in or out of your Mech, say what you want to do, and do it. If it’s challenging, then roll 1d20+ any one relevant Skill. If multiple skills are relevant, choose one.
If what you are doing is exceptionally difficult, roll with disadvantage.
You succeed on a 10+
If you are on foot, and trying to affect a hostile Mech, you succeed on a 15+
If you are in a Mech, and trying to affect a hostile target who is not in a Mech, you succeed on a 15+
In Your Mech
i know i know
After you have rolled, you may

give yourself +1 by causing Collateral damage one time. This must be significant harm to something or someone you care about, but it does not have to be directly related to your action. For example, you could gain a +1 to Seduce another Mech Pilot by saying you accidentally step on your current girlfriend without noticing. You may always choose to destroy a Weapon your Mech is holding, something in your Mech's Inventory, or one of your Mounted Systems.
give yourself +1 by taking 1 Pilot damage. this only works if what you are trying to do directly relies on the physical or electronic capabilities of your Mech.
If you roll a 1, you have failed because of a mechanical or electronic issue.
Choose one of your Systems. It will not work until you force it to by taking a hit of Pilot damage, or until you or someone else climbs out of their Mech and manually repairs it. After you have repaired a System, you cannot choose to have it malfuction again until every other System has been chosen.
Out of Mech

i wish he did more mech stuff!!!!!!!

After you have rolled, you may
give yourself +1 by taking 1 Pilot damage. this only works if what you are doing relies on your physical capabilities.
if what you are doing affects a hostile Mech, after you have rolled you may
give yourself +1 by letting the hostile Mech cause Collateral damage, as above.
if you roll a 1, and you are trying to affect another person (in or out of a Mech), you have failed because of an emotional issue. You have
fallen in love with them
decided you hate their guts
become terrified of them
become desperate for their approval
if you roll a 1 and are not trying to affect another person, the GM creates a violent escalation that is entirely outside of the scope of your current activities. If you are sneaking down a corridor, a bomb falls on your building. If you're working on a computer, a killteam bursts in looking for a rogue Machine Mind, etc.
Combat Pro

im sorry im sorry

Turns
In combat, competitions, or whenever else it would be useful, the game is broken up into turns.
On their turn, a player can do two things; attacking, moving, reloading, etc. If it is not otherwise specified, anything a player wants to do counts as one of those two things.
The GM declares what is going to happen if the Player's don't act. If NPCs are present, the GM declares what each NPC intends to do. Players can then roll, adding relevant skills as usual. If NPCs are present, the GM chooses one of them to roll to set the difficulty.
If a Player succeeds their roll, they may act whenever they like; before what the GMs happens does, while it is happening, or after it has happened. If NPCs are present, that means a player can choose to wait until one NPC has acted, and then act, etc.
If a Player fails their roll, they must act after the GM has resolved what happens.
Movement
Movement is zone based; the GM should break maps down into zones of roughly equal size.
There are 3 speed options. You must choose one of them at the start of your turn.
At Flanking Speed, if you don't have 4+ Legs, take 1 Pilot Damage. you can move anywhere in your current Zone, and enemies must roll to hit you. if they cannot roll to hit, they cannot hit you.
At Half Speed, you can move anywhere in your current Zone, or between this Zone and an adjacent one.
At Full Speed, you take 1 Pilot damage, can move anywhere in your current Zone or up to 2 Zones away, and enemies must roll to hit you.
If you’re out of your Mech, a move action will take you halfway across a Zone.
Attacks
The attacker may choose to hit automatically, or roll to hit. They must have line of sight to their target.
If they choose to hit automatically, they do half damage, and the target gets to determine where on their frame to apply it.
If they roll to hit, they make an opposed roll against their target, following the same rules as usual. On a hit, they choose part of their target's frame and roll damage to it.
Range and Area
A ranged weapon may fire across an entire battlefield. If the battlefield is exceptionally large, the GM may rule that ranged weapons can only fire across half/quarter/etc. of it.
A “Blast” is a target and everything twice adjacent to them (anything directly adjacent, then anything adjacent to that).
An “Arc” is twice that distance, but 180 degrees instead of 360 (so an arc is about 4 units wide at its maximum point).
An “Area” is a third of a Zone
Rolling to hit with a Blast, Arc, or Area does not allow you to choose the damage location, but it does allow you to roll for full damage as usual.
Cover and Line of Sight
Light Cover blocks 1 attack (not hit! attack!) from a Mech before it is destroyed.
Heavy Cover blocks 2.
Reinforced, Military Grade Cover blocks 3.
You have line of sight to a target if you can draw a line to a corner of their Frame on the map without crossing anything taller than your Mech. You need line of sight to a target to see them and to directly target them with any System.
Damage
Unless otherwise specified, a hit of damage from any source does 1d6 damage to a Mech's Structure. Damage to a Pilot is always specifically designated Pilot Damage.
Half Damage always rounds down.
If one of your Mounted Systems is destroyed (for example, through collateral damage) the part of your Frame it was mounted on takes a hit. If one of the parts of your Mech Frame is destroyed, the damage does not carry over to the rest of the Mech.
If you are not in a Mech and get hit by an attack that would do Structure damage, you die.
Infantry weapons deal 1 Structure damage to Mechs.
Flanking and High Ground
if you are flanking someone, or hold the high ground, you may roll full damage without rolling to hit. if you’re behind them, or they are unaware of you, you may choose your attack location without rolling to hit. These effects stack.
Falling
Unless otherwise specified, falling from any height does 1 hit. It's assumed that the propulsion systems built into any Mech can be used to slow their fall. If you’re not in your Mech, you take 1 Hit of Pilot damage per 10 feet.
Collision and Momentum
If a Mech is moving at Full Speed or has some other source of extreme Momentum, the first melee attack it makes on that turn does an extra hit of damage.
If a Mech is knocked or thrown into a piece of terrain their size or larger, they take a hit of damage and probably destroy what they run into.
Colliding with another Mech at Full Speed does a hit of damage to both Mechs. This stacks with Momentum, so if one Mech going Full Speed collides with another who isn't, the moving Mech takes 1 hit and the other Mech takes 2.
Grappling
If you rolled to hit, and did, you can choose to Grapple a target if you have at least 1 free hand, Manipulator or relevant System. Instead of doing damage, roll 1d6 and consult the table below. you may do any of the actions listed at the value rolled or below. (e.g. rolling a 4 means actions 1,2,3 or 4 can be done.)
A grappler with only 1 free hand or Manipulator rolls 1d3, while a grappler with 3+ rolls 1d8.
Shove or Go to Ground.
Slam.
Throw.
Joint Lock.
Pin.
Crush/Choke.
Shoving propels the victim away. If they collide with any object, there’s a 3-in-6 they fall Prone. This breaks the grapple.
Going to Ground means you both fall Prone, but you roll with advantage on your next attack against the target, or deal full damage if you do not roll. This breaks the Grapple.
Slams involve striking objects with the grappled target while maintaining a grip. This counts as a collision and does not break the Grapple.
Throws launch the grappled combatant. They have a 4-in-6 chance of falling prone, and anyone else they collide with has a 2-in-6. This breaks the grapple.
Joint Lock immobilizes a limb,. Roll damage. On a 5 or 6, deal half damage (2 or 3) to that limb. Otherwise deal no damage. This doesn't break the Grapple.
Pins knock the victim prone and immobilize as many limbs as you can grab with all Systems and Manipulators, or hands, if you’re out of your Mech. This doesn't break the grapple.
Crush/Choke is a Pin, but also rolls a full damage hit against the target. If they’re in a Mech, they get to apply it wherever on their Frame they want.
Prone
Mechs can be knocked prone by grappling, failed rolls, or by Systems that explicitly inflict the status. Standing from being knocked prone takes an action. If a flying target is knocked prone, it falls.
Stunned and Immobilized
a stunned target may only act on their turn if they take a hit of Pilot damage.
if part of your Mech is immobilized, you cannot use any Weapons it is holding, or any Systems on it to make melee attacks. if it’s one of your Mech’s legs, you can only move at Flanking Speed.
Self Destruction
When you self destruct, you roll all your structure dice and do damage to everything in an area equal to the total. people may roll to take half damage. you die.
NPCS

ill stop when u stop clapping

NPCs follow the same rules that you do; they have Skillsets, Pilot Training if they are Pilots, Capacity, can cause Collateral damage, etc. If you are in direct competition with an NPC, instead of beating 10, you are each trying to beat the other's score. If you tie, even with additional bonuses, y'all come to terrifying standstill, neither accomplishing your goals. You will have to reattempt, and both of you develop an emotional issue with the other, as above.
Squads
Squads of non-Pilot NPCs are built the same as usual NPCs, and function as a unit, with the added flexibility of being able to spread out, hold a bunch of different gear, etc. This means that a Squad has one or 2 Skillsets that they all use, and have one Capacity Score. generally, every 2 Capacity lost means a member of a Squad has died.
Vehicles
Starships should generally be treated as locations, but smaller vehicles are just built as Mechs with different Frame components (wheels, treads, engine, etc.). All vehicles have a Body and some means of getting around.
They can have Systems mounted on them like a Mech, though only on their Body, and obviously can’t hold anything. If it has Limbs, that’s a Mech.
Vehicles can have multiple Pilots, who can each use the Vehicle’s Systems on their turn. Any Pilot damage suffered is divided among the vehicles Pilots as they see fit.
Drones
Drones are always created by Mech Systems. you must roll to hit a drone, but it only takes 1 hit to kill them.
On Tactical Infinity
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