Pick the action that fits
The core combat rules include actions such as Skirmish, Barrage, Quick Tech and Full Tech. Each has its own timing and limits. Use the action reference in the rulebook when making a specific attack.
LANCER attacks include direct weapon fire and melee, while electronic warfare can interfere with enemy systems and create tactical openings.
The core combat rules include actions such as Skirmish, Barrage, Quick Tech and Full Tech. Each has its own timing and limits. Use the action reference in the rulebook when making a specific attack.
Resolve an attack against the appropriate defense, then apply the weapon’s damage and tags. Accuracy, difficulty, range, cover and other effects can change the result.
Tech actions use electronic capabilities to affect targets or the battlefield. Sensors and electronic defense are important parts of this exchange; a tech specialist can change what the enemy is able to do.
Tags and frame traits can alter the normal procedure. Treat this article as an orientation only: the complete wording and timing in the core rulebook take precedence.
These editorial notes paraphrase concepts from the free player-facing LANCER Core Rulebook. They omit exceptions and full mechanics; the published book and your GM are authoritative.