Lancer vs Shadowrun
Compare Lancer and Shadowrun side by side. See differences in complexity, dice, genre, and more.
| Lancer | Shadowrun | |
|---|---|---|
| Genre | Sci-Fi | Cyberpunk, Fantasy |
| Tags | Mecha, Tactical, Grid-Based, Combat-Heavy, Crunchy, Character Building, Mission-Based, Strong GM Support, Lore-Heavy, Heroic | Crunchy, Tactical, Heist, Character Building, Faction Play, Lore-Heavy, Skill-Based, Mission-Based, Classless, Espionage |
| Core Mechanic | Skill 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. | Roll d6s equal to an attribute plus a skill, counting 5s and 6s as hits. Reach the required threshold to succeed, or compare hits in an opposed test. Situational advantages generate Edge points that can fund rerolls or extra hits. Dice pool modifiers still apply alongside Edge. |
| Dice | d20 + d6 | d6 dice pool |
| Complexity | High | Very High |
| Availability | Free quickstart | Free quickstart |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | Lancer Third Party License | All Rights Reserved |
| Third-Party Publishing | Commercial publishing allowed — Publisher third-party license | Commercial publishing allowed — Community content program |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Massif Press | Catalyst Game Labs |
| Year | 2019 | 2019 |
| Languages | English, Italian, Portuguese | English, German, French, Portuguese, Russian |
| Best For | Groups who want deep tactical mech combat and build customization, with lighter narrative play and downtime between missions. | Groups who want cyberpunk-fantasy heists and enjoy mastering specialist rules together across a continuing campaign. |
| 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. | Specialist roles divide a heist across physical security, hacking, and magic, giving the team several ways into the same target. Edge turns situational advantages into a spendable resource for tactical choices. Reputation and Heat carry the consequences of conspicuous jobs into later missions. |
| 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. | Character creation requires coordinating priority choices with detailed gear purchases. Cyberware reduces Essence, which limits magical development. Wireless equipment bonuses expose connected gear to hacking. |