Lancer vs Serenity RPG
Compare Lancer and Serenity RPG side by side. See differences in complexity, dice, genre, cost, and more.
| Lancer | Serenity RPG | |
|---|---|---|
| Genre | Scifi | Scifi |
| Tags | Tactical, Mecha, Character Building, Heroic, Crunchy | Licensed IP, Ship-Based, Cinematic, Narrative, Character-Driven, Classless, Skill-Based, Character Building, Tactical, Strong GM Support |
| Core Mechanic | Narrative scenes use d20 roll-over (10+ succeeds), with backgrounds granting advantage and triggers adding flat bonuses. Mech combat is grid-based and tactical: no initiative, players and NPCs alternate turns. Pilots progress through License Levels (LL0–LL12), unlocking new chassis, weapons, and systems across five manufacturers with 30+ mech frames. | Roll an Attribute die and a relevant Skill die and add their results to meet a difficulty or beat an opposing roll. Ratings use d2–d12 and add extra dice above d12. The Game Master chooses the Attribute paired with each Skill. Personal modifiers change die sizes; outside conditions change the difficulty. Plot Points buy bonus dice before a roll or add +1 per point afterward. |
| Dice | d20 + d6 | d2–d12 |
| Complexity | High | Medium |
| Accessibility | High | Very Low |
| Runnability | Very High | Low |
| License | Lancer Third Party License | All Rights Reserved |
| Third-Party Publishing | Not yet researched | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | Unavailable |
| Publisher | Massif Press | Margaret Weis Productions, Ltd. |
| Year | 2019 | 2005 |
| Languages | English | English |
| Best For | Groups who want deep tactical mech combat with meaningful customization layered on top of accessible narrative play: giant robot enthusiasts seeking a modern alternative to BattleTech. | Groups who want to play a working-class spaceship crew taking risky jobs on a Western-flavored frontier. It suits tables that like a light core roll, dangerous gunfights, and characters defined as much by their flaws as by their skills. |
| Highlights | Free core PDF, extensive mech customization with 30+ frames, clean split between rules-light narrative and crunchy tactical combat, alternating activations remove initiative so both sides stay engaged | Playing up a mandatory Complication earns Plot Points, so a character's flaws fund the bonus dice and damage reduction they need in a crisis. Plot Points buy GM-approved story facts on a priced scale from inconsequential to major, giving players a measured say in the plot. The crew's ship has its own Attributes, Traits, and Skills, giving its condition and quirks a mechanical role in play. |
| Considerations | Mech combat dominates: narrative half feels thin by comparison, steep learning curve from sheer volume of mech options, genre-locked to sci-fi mech fiction, requires grid/VTT for combat | Severe Wounds penalize every Attribute die and can require surgery followed by days of recovery. Owning a ship adds monthly bookkeeping: a maintenance roll sets the bill, and each month of skipped upkeep lowers the ship's Vitality toward a breakdown. Social conflict uses ordinary Influence rolls with no dedicated procedure for arguments, negotiation, or deception. |