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As the players pass a lonely asteroid belt, they receive a crackling distress call from a haggard scientist. Upon answering, he tells them his protege caused an accident in their station, placing everyone aboard in danger. In truth, he and his partner pushed the experiment too far, leading to his partner’s death, a lockdown of the facility, and a scattered and confused population. The players must move through the station, facing the scattered crew and the station's cascading NHP, to investigate what happened. The mission ends with the scientist attempting to return to his partner, his spouse, no matter the cost as his mind grows ever more corrupted.

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Shade of the Lighthouse is a single 25 page prewritten mission for Lancer. While designed and tested for LL4 Pilots, the mechanics are made to be adjustable so GMs can provide an appropriate challenge for their players.

The mission includes 3 dynamic combats, each with their own unique mechanics to experience, and exotic equipment rewards to find! The final combat, especially, is a complex battle with a unique foe that acts as a grand finale for the narrative.

Inside you'll find new optional rules, 4 pieces of exotic equipment, and a full unique foe!

Shade of the Lighthouse is a full mission, and should take 2-4 sessions (8-12 hours) to complete.

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A full LCP for the included Exotic Equipment is available as well!

StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorP.B. Cornylius
TagsHomebrew, lancer, lancer-rpg, Mechs, Tabletop

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Click download now to get access to the following files:

Shade of the Lighthouse.pdf 636 kB
shade-of-the-lighthouse_1.2.lcp 10 kB

Development log

Comments

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Hi this mission looks great! I was wondering if there were battle maps included in the book?

Unfortunately there are not, only example layouts

(5 edits)

That optional rule for Structure Checks and Stunned is very intriguing to me. I assume it playtested fairly well? Did you encounter any surprising side effects as a result of players being able to use it?

Also, I have a quick question about the additional structure check that Stunned players can choose to take - I assume this second structure check results in the same consequences as usual? For example, let's say I'm a player mech and I've just lost my second Structure. I roll 2d6, getting both 1s. Per this rule, I become Stunned and I roll on the System Trauma result. My next turn comes around, and I take a single quick action. I then choose to attempt another structure check. I roll 2d6, getting a 4 and a 5. This means I take the System Trauma result, and then must roll 1d6 for that as well, destroying a weapon or system per this result. I may then take another quick action. Is this all correct?

(+1)

It did! Its a rule I've been using in various forms at my table for a while, as I play with a larger group, so when players suddenly lost an entire turn as a result of a couple unfortunate d6s it can be a bit of a bummer.

The "Relentless"  rule can be seen as making Structure Checks a bit less punishing, but I've found that losing HP and the effects of System Trauma tend to be impactful enough, and Stuns can be rough for players as it denies them the opportunity to participate in the game. As for side effects, there are none that I would personally view as negative. Its generally let my players be more aggressive and take risks, which leads to exciting moments of combat storytelling, and the slightly increased presence of "System Trauma" instead of Stunned makes it feel more like your mech is being torn apart as you the players fight tooth and nail.

You are indeed correct! You take the normal effects of a structure check, but treat a result of 1 as simply failing to gain the action.