Damage and armor
Damage reduces a mech’s hit points, while armor reduces incoming damage as the rules specify. Damage types and tags matter; not every source interacts with armor in the same way.
A mech can be worn down by incoming damage or pushed by reactor heat. These are different pressure tracks with different consequences.
Damage reduces a mech’s hit points, while armor reduces incoming damage as the rules specify. Damage types and tags matter; not every source interacts with armor in the same way.
Structure tracks physical integrity. Stress tracks reactor strain. When either track is exhausted, the mech faces escalating consequences described in the core rules.
Heat capacity measures how much heat the reactor can manage before overheating becomes a problem. Some systems and attacks trade heat for power, so watch the margin before pushing further.
Repair capacity and rest provide ways to recover over the course of a mission. The rules define when repairs can be spent and what can be restored; coordinate with the GM about the current mission phase.
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.