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Shadow

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A member registered May 10, 2025

Recent community posts

I ran into a strange bug during a reinforcement spawn. A Bombard Cannon spawned in and immediately took its turn, firing before I had any time to plan around it.

Personally, I really dislike reinforcements being able to act immediately after spawning. I'd love to see some kind of cooldown or a rule preventing newly spawned reinforcements from attacking on the same turn they arrive. It gives players little to no opportunity to reposition or prepare for the threat.

However, the bigger issue was what happened when the Bombard Cannon fired. Its attack hit four of my units, dealing 10 damage to each, but the game only prompted me to Brace for one of them. I wasn't given the same option for the other units, which resulted in two of my units taking Structure damage.

I'm not sure whether this was intended behavior or a bug with how Brace prompts are handled when an attack hits multiple units, but it felt inconsistent.

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I'd love to see a feature added that displays a unit's current status effects and relevant combat conditions whenever the game prompts you to make a tactical choices.

For example, when one of your units are hit with the Hive's Drone Barrage and your forced between choosing between Immobilized & Impaired or Movement, it would be helpful to see whether the targeted character is already affected by any statuses or other conditions that could influence my decision in the moment.

Currently, when these prompts appear, I can't inspect the target, hover over it to view its information, or check its active statuses without making a choice. This makes it difficult to remember which effects are currently active, especially during busy encounters with multiple units and ongoing status effects that could be in play.

My suggestion is to add a contextual status panel to these decision prompts that displays the target's active status effects, relevant hindrances, and their remaining duration, where applicable.

Ideally, players could also hover over individual statuses to read their descriptions and understand how they affect the target.

This would make tactical decisions much clearer, reduce the need to memorize every active status on the battlefield in these moment, and help players make informed choices without interrupting the flow of combat.

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Funny thing is, I actually run Lancer on Foundry VTT using the Lancer module, and Foundry is already really good for it. The maps, grid, combat tracking, resource management, and overall flexibility are fantastic.

But honestly, from what I’ve seen so far, Lancer Tactics might actually do some things better.

The combat system feels incredibly intuitive, especially for new players. It gives you pop-ups and reminders for abilities, helps keep track of resources, and automates a lot of the little things that normally require the player or GM to remember. That alone is HUGE.

Foundry is still better in a lot of ways, especially when it comes to running an entire campaign, maps, customization, and everything outside of combat. But for actually playing Lancer combat, Lancer Tactics is surprisingly polished and is a great system.

I’ve actually already taken a couple of players through the game. Obviously, it’s currently a single-player game, so we had to get creative. I streamed my game through Discord while they watched. For newer players, I would walk them through character creation, customization, and everything else one at a time. It took some time, but it was actually a really good way to teach them the ropes.

For players who already knew Lancer, they would usually have their character made in COMP/CON and we could just import it. That alone was HUGE and made things incredibly easy.

Then we would actually play. Both players watched my stream and told me what they wanted to do on their turns. It was surprisingly easy, and they still felt like they had control over their characters. We ended up playing four games that dayand had a ton of fun!

The only thing we all wished for was some way for the players to actually take control themselves.

That’s ultimately why I’d love to see Lancer Tactics get some kind of co-op or online mode. The game already works incredibly well from both the GM and player sides. If you could actually have multiple players controlling their own characters, I genuinely think this could become a really interesting way to run Lancer campaigns.

Once more people realize how well the game handles the actual combat system, I could see campaigns being played in Lancer Tactics rather than just using it as a single-player tactics game.

I am a lancer dm and would love it if my players could join online and control their own mech. Your system runs extremely well, and I can see it being used for campaigns down the line.