OMNINET / PUBLIC ACCESS TERMINAL CONNECTION ESTABLISHED // CORE ARCHIVE 01
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OMNINET REFERENCE / 01—11

Field
manual.

Plain-language guides to the player-facing rules and ideas behind LANCER. Use these pages to orient yourself, then consult the published rulebook for complete rules, exact timing and edge cases.

01 / THE PLAY LOOP

Two modes of play.

LANCER moves between character-driven scenes and tactical mech combat. The same pilot carries a story outside the cockpit and a specialized machine into the fight.

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02 / PILOT DOSSIER

Build the person first.

A pilot is more than the operator inside a frame. Their history, instincts and relationships give the campaign a point of view before the first deployment.

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03 / LICENSE NETWORK

Progression without a shop.

Pilot advancement is measured in License Levels. Licenses represent authorized access to manufacturer equipment and frame designs, rather than a shopping list of prices.

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04 / HANGAR PROCEDURE

Build for the mission.

A frame is the chassis foundation. Your finished mech also depends on its pilot, installed weapons and systems, license access and the job ahead.

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05 / HARDPOINTS

Mounts shape the loadout.

A frame’s mount configuration defines which weapon sizes and combinations it can carry. It is one of the quickest ways to see how a chassis wants to fight.

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06 / NARRATIVE RESOLUTION

Approach, then roll.

Outside mech combat, the rules resolve uncertain actions through skill checks. The pilot’s background and triggers help explain why an approach might work.

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07 / COMBAT OPERATIONS

Make every turn count.

Mech combat gives each side structured turns. Position, the objective and the timing of actions matter as much as raw damage.

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08 / ENGAGEMENT SYSTEMS

Pressure has more than one form.

LANCER attacks include direct weapon fire and melee, while electronic warfare can interfere with enemy systems and create tactical openings.

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09 / SYSTEMS HEALTH

Track damage and heat separately.

A mech can be worn down by incoming damage or pushed by reactor heat. These are different pressure tracks with different consequences.

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10 / DEPLOYMENT CYCLE

The objective is the mission.

A mission has a goal and stakes. Combat is one possible part of it, but the objective gives the encounter its purpose and determines what success means.

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11 / BETWEEN SORTIES

The pilots live between missions.

Downtime is where pilots pursue personal aims, build connections and prepare for what comes next. It keeps the campaign moving when the mechs are back in the hangar.

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Independent fan-made reference. LANCER is created by Massif Press; this guide is not an official rules source.