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Lancer vs Salvage Union

Compare Lancer and Salvage Union side by side. See differences in complexity, dice, genre, and more.

LancerSalvage Union
GenreSci-FiSci-Fi, Post-Apocalyptic
TagsMecha, Tactical, Grid-Based, Combat-Heavy, Crunchy, Character Building, Mission-Based, Strong GM Support, Lore-Heavy, HeroicMecha, Resource Management, Base-Building, Character Building, Exploration, Sandbox, Tactical, Survival, Narrative, Strong GM Support
Core MechanicSkill checks, attacks, and saves roll a d20 plus at most one stat bonus, such as a pilot trigger, a mech skill, or GRIT. Skill checks normally succeed on 10 or more, while attacks must meet the target's defense and saves must meet the attacker's save target. Accuracy and Difficulty cancel one for one. Each remaining point rolls a d6, and only the highest die is added or subtracted.For a pilot's risky action, roll an unmodified d20: 20 succeeds with a bonus, 11–19 succeeds, 6–10 presents a Tough Choice, 2–5 fails with a setback, and 1 brings a severe consequence. The Mediator frames costs and consequences from the situation.
Diced20 + d6d20
ComplexityHighHigh
AvailabilityFree quickstartFree quickstart
Runnability5 of 5 book tools5 of 5 book tools
LicenseLancer Third Party LicenseSalvage Union Open Game Licence 1.0b
Third-Party PublishingCommercial publishing allowed — Publisher third-party licenseCommercial publishing allowed — Open license
Summary only, not legal advice. Check current terms before publishing.
PublisherMassif PressLeyline Press
Year20192023
LanguagesEnglish, Italian, PortugueseEnglish, Italian
Best ForGroups who want deep tactical mech combat and build customization, with lighter narrative play and downtime between missions.Groups who enjoy building custom mechs, scavenging parts, and managing a shared stockpile of scrap to maintain and improve their equipment and mobile settlement.
Highlights
  • Licenses unlock gear from five manufacturers, and unlocked weapons and systems can be mixed onto any licensed frame within its mounts and system points.
  • Combat during narrative play resolves through ordinary skill checks, so a fight without mechs can end in a few rolls without a battle map.
  • Player mechs degrade in stages: each lost point of structure or stress triggers an increasingly dangerous structure or overheating check.
  • Recovered scrap funds mech construction and crawler upkeep, linking equipment choices to the community's survival.
  • Swappable mech components let players build for jobs such as hauling or hacking.
  • Players choose setbacks when NPC actions fail, giving the table authority over consequences beyond its own characters.
Considerations
  • Build choices are dense, since licenses, talents, and core bonuses interact across 29 frames.
  • Narrative play outside combat is a lean layer of skill checks and downtime actions next to the mech combat rules.
  • Mech combat is slow enough that the book expects one or two fights per session, usually just one.
  • Players track separate pilot and mech resources, including Ability Points and Heat.
  • Unpaid crawler upkeep normally prompts a deterioration roll, making regular salvage income an ongoing pressure.
  • Encounters follow the world's circumstances rather than guaranteed balance, making reconnaissance and retreat consequential choices.