The IPS-N Lancaster is a mil-spec variant of an older IPS-N civilian terrestrial, inter/outer-hull transport and maintenance chassis, streamlined for use in any theater. The Lancaster features multiple redundant systems and sophisticated interaction projectors to ensure pinpoint accuracy when engaging with delicate systems, whether damaged or intact.
Lancaster pilots often adopt roles as sappers and engineers in frontline support. Sometimes ridiculed for piloting the old-fashioned frame by newer, untested pilots, veteran Lancaster jockeys know the truth: the Lancaster is one of the most reliable and well-made mechs out there, indispensable on any serious long-range mission. Not every mission is won with bullets, lasers, and bombs: without the engineers and their Lannies, few of those hotshots would come home alive.
The Lancaster has Immunity to burn.
In combat, the Lancaster can use 4 Repairs to repair a destroyed mech as a full action, returning it to 1 Structure, 1 Stress, and 1 HP.
Full Action
At your discretion, other characters adjacent to the Lancaster can spend its Repairs as their own.
Known colloquially as a “Wingman”, latch drones are companion drones carried by and deployed from a chassis. Pilots are recommended not to develop emotional attachments to these drones due to their high casualty rate.
Your Latch Drone clamps onto an allied mech within its Range. For the rest of the scene you take 1 heat at the start of each of your turns, but your target gains +1 accuracy on all attacks, checks, and saves, and Immunity to the Impaired, Jammed, Slowed, Shredded, and Immobilized conditions from characters other than itself. This effect ends if either character becomes Stunned.
While this system is active, you cannot use the Latch Drone for any other purpose.
Range 8
1 SP
These cables can be attached to an adjacent character. If the target is Stunned or willing, you automatically succeed; otherwise, they can resist with a successful Hull save. Once attached, you and the target may not move more than 5 spaces away from each other. Either character can tow the other, obeying the normal rules for lifting and dragging, and becoming Slowed while doing so.
Any character can remove the cables on a hit with a melee attack or Improvised Attack against Evasion 10.
These cables can also be used to drag, pull, or otherwise interact with objects and the environment. They are 5 spaces long and can support a combined Size 6 before they break. Characters can use them to climb surfaces, allowing them to climb without a Speed penalty.
2 SP
Expend a charge to deploy a restock drone to any free, adjacent space, where it primes at the end of your turn.
While adjacent to this drone, allied characters can activate it as a quick action, clearing 1d6 heat and one condition, and reloading one Loading weapon. After being activated, the drone immediately disintegrates.
Limited 2
Unique
Drone
2 SP
Extra mounts, straps, and hard points allow other characters to climb and ride your mech. Adjacent, non-Immobilized characters can climb onto your mech as a quick action. While riding, they occupy the same space as you, move when you move (even if they’re Slowed), and benefit from soft cover. If you or a rider are knocked Prone, Stunned, Immobilized, or destroyed, they land Prone in adjacent spaces. Riders can climb down as part of any movement away, but can only climb onto your mech as a quick action.
You can carry riders of a combined Size equal to your Size, minus Size 1/2 (e.g., if your mech is Size 1 you can carry one Size 1/2 character; if it is Size 2, you can carry a Size 1 character and a Size 1/2 character).
Unique
2 SP
This sealant can be sprayed on characters or free spaces within range 5 and line of sight. It has different effects depending on the target:
Hostile Characters: Your target must succeed on an Agility save or they become Slowed until the end of their next turn and clear all burn.
Allied Characters: Your target clears all burn but they become Slowed until the end of their next turn.
Free Space: Any fires within blast 1 are extinguished and the area becomes difficult terrain for the rest of the scene.
Threat: 1
Damage: 1 Energy, 1 Heat, 1 Burn
This weapon deals 10AP energy to objects, cover, terrain, and the environment.
Heat 1(Self)
3 SP
Expend a charge to fire this small, self-arming system onto an allied mech within range 5. They gain Overshield equal to your Grit +4. While they have this Overshield they gain Immunity to Impaired and Jammed.
Limited 3
Overshield
Shield
Unique
Deployable