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Lancer vs Tiny Supers

Compare Lancer and Tiny Supers side by side. See differences in complexity, dice, genre, cost, and more.

LancerTiny Supers
GenreScifiSuperhero, Modern, Scifi
Play StyleTactical, Mecha, Character Building, Heroic, CrunchyRules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superhero, Heroic, Low-Prep
Core MechanicNarrative 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.
Diced20 + d6d6 dice pool
ComplexityHighLow
AccessibilityHighMedium
RunnabilityVery HighVery Low
LicenseLancer Third Party LicenseAll Rights Reserved
CostFree (PDF) / $$$
PublisherMassif PressGallant Knight Games
Year20192019
Best ForGroups 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 quick four-color superhero campaigns with flexible power levels and a GM comfortable making consistent rulings.
HighlightsFree 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 engagedTiered Power Traits let the same ability grow in potency without a separate point-buy system. Two-action combat makes Focus and Evade compete with movement and attacks. The GallantVerse and eight micro-verses supply campaign frames for city teams, cosmic defenders, and teen heroes.
ConsiderationsMech 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 combatThe game assigns uncovered situations to consistent GM rulings rather than detailed procedures. Power concepts outside the fixed trait list depend on reskinning or GM-created effects. Advancement is optional and offers a small menu of upgrades.