Lancer vs Tiny Cyberpunk
Compare Lancer and Tiny Cyberpunk side by side. See differences in complexity, dice, genre, cost, and more.
| Lancer | Tiny Cyberpunk | |
|---|---|---|
| Genre | Scifi | Cyberpunk, Scifi |
| Play Style | Tactical, Mecha, Character Building, Heroic, Crunchy | Rules-Light, One-Shot Friendly, Low-Prep, Fast-Paced, Theater of the Mind, Classless, Solo-Friendly, Random Tables |
| 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 2d6 for a Test; any 5 or 6 succeeds. Advantage raises the pool to 3d6, while Disadvantage lowers it to 1d6 and normally takes precedence. |
| Dice | d20 + d6 | d6 dice pool |
| Complexity | High | Medium |
| Accessibility | High | Medium |
| Runnability | Very High | Medium |
| License | Lancer Third Party License | All Rights Reserved |
| Cost | Free (PDF) / $$ | $$ |
| Publisher | Massif Press | Gallant Knight Games |
| Year | 2019 | 2024 |
| 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 seeking quick cyberpunk missions where street-level jobs provoke escalating corporate retaliation. The included oracles also support solo campaigns. |
| 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 | Hacking uses Firewall difficulty and failure-triggered Kickbacks, giving digital intrusion distinct risks while reusing the core Test. Heat turns mission fallout into escalating corporate actions after rests, carrying consequences between jobs. A complete solo loop pairs scene procedures with oracles, supporting one-player campaigns without a Director. |
| 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 | Most Tests resolve as binary success or failure, leaving unlisted consequences to the Director. Long campaigns require more Director worldbuilding than one-off missions. The Corporate Edition includes portions of Neodinium that the publisher identified as generative-AI text; an announced Hacker Edition will replace that material. |