OMNINET / PUBLIC ACCESS TERMINAL CONNECTION ESTABLISHED // CORE ARCHIVE 01
← FIELD MANUAL07 / COMBAT OPERATIONSFRAME ARCHIVE ↗
FIELD NOTE / 07

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.

01

Movement is part of the turn

A mech can move according to its Speed in addition to taking actions. Terrain, engagement and effects can change what movement is possible, so read the map before committing.

02

Actions have different costs

Quick actions let a pilot combine smaller options. Full actions commit more of the turn. Some attacks and tech options use specific action types; check the rules entry for timing.

03

Coordinate the squad

One mech can expose a target, another can exploit the opening, and a third can secure an objective. A turn plan that advances the mission may be stronger than an isolated attack.

04

Use the battlefield

Range, cover, line of sight, size and terrain all affect tactical choices. Make the position of friendly and hostile units explicit before resolving an attack.

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.