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Lancer: the action hand (beta) ​

In a Lancer world, Blob's Card Engine lays out your mech's options during combat as a hand of cards docked at the bottom of the screen. It works with the Lancer system's own rolls and action tracker: it never replaces them.

Turning it on and off ​

The hand switches on by itself in Lancer worlds (setting Lancer action hand (beta)). Each player can hide it with the × on the bar, or the hand button in the token controls on the left. The GM gets NPC hands too (setting Lancer action hand for NPCs).

What's on the hand ​

The tabs are Actions, Weapons, Systems, Reactions and Saves, each with how many cards you can play right now.

  • Standard actions: Boost, Ram, Grapple, Hide, Search, Quick Tech, Prepare, Improvised Attack, Full Tech, Stabilize, Disengage, Dismount and Eject, plus Brace and Overwatch as reactions.
  • Weapons: every equipped weapon, with Skirmish and Barrage. Your frame's integrated weapons (the Enkidu's Plasma Talons) are there too, even though they aren't in a mount.
  • Weapon mods: a modded weapon shows the mod's name and effect, and a mod with its own action (the Shock Wreath) gets a card.
  • Weapon profiles: a weapon with several profiles (Siege Mode / Direct Fire, Spin-Up Mode) has small switches under its card. The one lit is the one you fire.
  • Systems: your systems' actions, deployables and mines, Overcharge and your Core Power.
  • Frame traits and core actions: traits with actions (the Lancaster's Combat Repair) and your core's own actions. Actions your core power grants (the Enkidu's Bifurcate) unlock once you've used it.
  • Talents and core bonuses: your pilot's talent actions for the ranks they have (the Ace's Acrobatics) and core bonuses with actions.
  • Saves: Hull, Agility, Systems and Engineering (Grit for a pilot on foot), any time.

Playing a card opens the Lancer system's own roll. Your budget (two quick actions or one full, plus your move) is only spent if the roll goes through, and Undo gives back the last card. The Lancer rules sit on the cards: no action twice in a turn, protocols only at the start of your turn, Superheavy weapons only in a Barrage, unloaded weapons and spent uses greyed out with the reason.

The bar ​

  • Stats: HP, Structure, Heat, Stress, Evasion, E-Defense, Armor, Speed, Core Power, Repairs, Burn and your statuses. Click Speed on your turn to mark your standard move.
  • Structure and overheat: at 0 HP a pulsing Structure check button appears, and over your heat cap an Overheat check. Each rolls Lancer's own check.
  • End turn: ends your activation so someone else can go next (Lancer's popcorn initiative).
  • Pilots on foot get their own hand: Fight, Jockey, Reload, Mount, their gear and talents.

On the map ​

The Templates button (the ruler) shows ranges and areas on the map. Nothing is rolled or spent.

  • Threat: a slider that draws your threat ring around your token, from 0 (off) to 10. It shows your weapons' longest Threat with a Use button. Dragging a weapon card with Threat onto the map sets the same ring.
  • Speed and Sensors: rings showing how far your standard move reaches and your Sensors range.
  • Areas: Blast, Burst, Cone and Line, using the Lancer system's own templates, and Range rings. Or drag a weapon or system card onto the map to place its shape.

Rings follow your token as it moves, and work on square and hex maps.

Blob's Card Engine is not an official Lancer product; it is a third party work, and is not affiliated with Massif Press. Blob's Card Engine is published via the Lancer Third Party License. Lancer is copyright Massif Press.