Supercharge Your Lancer Campaign with Faction Rosters

SSC mechs in a rad formation

One of the best decisions I made when I ran my last Lancer campaign was putting together a faction roster. Instead of making new bespoke NPCs for every single combat, I made a list of 9 NPC "builds" that I always drew from when putting together a combat against forces from a specific faction.

My public faction roster in Foundry looked like this:

In my campaign, the base enemy roster (sans scan data) was provided to a player as the result of a Gather Information downtime action.

Implementing this roster had a number of immediately tangible benefits:

  • It made the Scan action significantly more useful. It's a bit of a meme in the Lancer community that nobody ever Scans. This immediately changed once my players realized they would see the same NPC builds over and over throughout the campaign. Implementing a player-visible faction roster means your players can then start building a Pokedex enemy mech list to flip through once they see stuff that they recognize and have their stats and abilities at the ready. I knew the dossier was working when my Blackbeard player (with its tiny range-5 Sensors) chose to Scan instead of Skirmish a nearby Assault.
  • It rewarded player mastery. When I first started my campaign, I made new NPCs and game mechanics for every combat, but my players quickly felt like too many new things were being hurled at them every time we started an encounter, making it impossible to actually learn and build mastery. Using consistent enemy NPC builds meant that players could learn more effective strategies against the faction (e.g. if you're going to shoot a Grunt Bastion with Sharanga missiles on your Monarch, make sure you consume Lock-On to enable Seeking Payload to overcome Armor). Moreover, they could make intelligent mech build choices during Full Rests knowing the sorts of challenges they are likely to face.
  • It significantly simplified combat prep. It's way easier to put together a set of enemy forces when I have a smaller pre-made menu to choose from, instead of the entire swath of NPCs and optionals to choose from. Having 9 options to pick from lasted me a surprisingly long time, and I rarely felt like my options were getting tired as I mixed and matched NPC compositions. Adding Grunt, Elite, Veteran, and Commander templates to different builds at different times to represent cannon fodder and field officers also helped spice things up and keep things interesting.
  • It made important, named characters stand out. The real secret sauce with faction rosters is when you ignore them. Get your players accustomed to seeing the same frames over and over, and then hit them with a Big Bad piloting some weird shit they've never seen before. That's a pretty awesome moment, and keeps faction rosters fresh for longer knowing you can pair them with off-roster builds from time to time at important moments.

Building your own Faction Rosters

Let's build some rosters!

Step 1: Select NPC Classes

I recommend starting with the basic mix of 10-12 classes representing all five Roles to ensure you have good variety to pull from:

  • 3 Strikers: Oftentimes the "star" or "main problem" of a given enemy composition
  • 1 Artillery: Most factions do well to only have one good long-range option with well-known strengths and weaknesses
  • 2 Defenders: Good options for your go-to grunts
  • 2 Controllers: Powerful options for keeping the battle interesting
  • 2 Supports: Force multipliers to boost a faction's weaknesses

When selecting classes, pay special mind toward what the vibe of this faction is. Are they subtle? Direct? Sneaky? Do they rely on raw power to achieve their ends, or roundabout means? How do they bolster their own strategic weaknesses? Class composition selection will go a longer way toward giving your faction flavor than applying a blanket template will (looking at you, Pirate/RPV).

Step 2: Assign 2 optional features per NPC to make a "build"

NPC optional features the spice of your composition. If you have multiple factions in your campaign, the selection of optional features is what will easily allow you to have multiple classes represented in different factions. You can go a bit wild here too, taking features from across different classes or even templates to make something cool and flavorful.

Example: An Assault with Underslung Grenade Launcher + Micro-Missile Barrage will feel a lot different than an Assault with High-Impact Rounds + Auto-Targeting.

Step 3: Give each build an evocative name

NPC mech build designations are both a flavorful way to communicate the vibe of the faction to the players as well as a handy way for you and your players to easily refer to a given NPC build.

Example: Taking the two builds above, I might call the first Assault a Grenadier (lots of high explosive AOE attacks) and the second assault a Rifleman (precise single-target attacker). Now, the term "Grenadier" means something useful to myself and to my players, more than just "Assault" which could be ambiguous in a situation where two factions each have an Assault.

Example Faction Rosters

Here are six example rosters I've put together. Take them and stick them in your own game!

Have you made some cool faction rosters of your own? Feel free to share them!

Noble Guard

Role Class Optionals Designation
Striker Cataphract Electrified Lasso
Charge
Chevalier
Striker Assault Underslung Grenade Launcher
Rank Discipline
Brigadier
Striker Specter Step
Weakness Analyzer
Executor
Artillery Sniper Flare Drone
Repeater Cannon
Marksman
Defender Goliath Power Knuckle
Pin
Parapet
Defender Bastion “Pause” Engine
Fearless Defender
Paladin
Controller Hornet Umbral Interdiction
HEX Missiles
Dragoon
Controller Barricade Extrudite
Hunger/Pursuit Limpets
Buttress
Support Support Empowered Cloud
Remote Cloud
Adjutant
Support Scout System Flayer
Spotter
Outrider

Ruthless Imperials

Role Class Optionals Designation
Striker Ace Bombing Bay
Strafe
Harrier
Striker Assault Micro-missile Barrage
High Impact Rounds
Vanguard
Striker Ronin Charged Slash
Chaff Launchers
Commando
Artillery Rainmaker Hades Missiles
Endless Rain
Onslaught
Defender Goliath Crushing Embrace
Retribution
Subjugator
Defender Pyro Siege Armor
Explosive Jet
Immolator
Controller Archer Covering Fire
Rapid Response
Suppressor
Controller Hive Motile Swarm
Seeker Cloud
Extricator
Support Aegis Guardian
HA Blackwall System
Interdictor
Support Scout Dataveil
Orbital Strike
Stalker

Rebel Insurgents

Role Class Optionals Designation
Striker Berserker Nail Gun
Retribution
Zealot
Striker Assassin Cloud Projector
Explosive Knives
Guerilla
Striker Cataphract Lance Shot
Capacitor Discharge
Blitzer
Artillery Bombard Cluster-Seeker Bombs
Flare Drone
Molotov
Defender Pyro Unshielded Reactor
Napalm Bomb
Firebrand
Defender Sentinel Rapid Response
Impaler
Partisan
Controller Seeder Speed Sployer
Det Spike
Saboteur
Controller Archer Blinding Shells
Hail of Fire
Vigilante
Support Mirage Illusory Subroutines
Warp Targeting
Disruptor
Support Scout Spotter
Expose Weakness
Watchman

Robot Uprising

Role Class Optionals Designation
Striker Ace Missile Swarm
Chaff Launchers
Rover
Striker Scourer Supercharged
Melt
Smelter
Striker Engineer Power Deployer
Mobile Turrets
Replicator
Artillery Rainmaker Hound Missiles
Volley
Excavator
Defender Bastion Siege Guardian
Deathcounter
Bulwark
Controller Barricade Seismic Repulsor
Titan-Snare Drone
Erector
Controller Witch Dark Cloud
Chain
Regulator
Support Support Defensive Pulse
Latch Drone
Sealer
Support Priest Sanctuary
Fractal Assault
Inhibitor
Support Aegis Adaptive Shielding
Ring of Fire
Fortifier

Pirate Gang

Note that, for this gang, instead of applying the Pirate template to every class, I simply added a few Pirate optional features to select NPCs. The Designations do a lot of heavy lifting here in conveying flavor, too.

Role Class Optionals Designation
Striker Breacher Thermal Charge
(Pirate) Prying Claws
Raider
Striker Assassin Spinning Kick
(Pirate) Boarding Leash
Swashbuckler
Striker Berserker Harpoon Cannon
Juggernaut
Marauder
Artillery Bombard Bunker Buster
Repeater Cannon
Cannoneer
Defender Demolisher Broad-Sweep Haft
Seismic Destroyer
Ironclad
Defender Sentinel Bodyguard
Punisher Ammunition
Buccaneer
Controller Hornet Adapt/Evade/Disengage
Lock/Hold Javelins
Corsair
Controller Seeder Tripwires
Grav Spike
Quartermaster
Support Support Remote Reboot
Latch Drone
Stitch
Support Priest Greater Investiture
(Pirate) Slaver Signal
Rigger

Hacker Collective

Here's an example of going off-book when it comes to role allocations. I went heavy on Controllers, since the Controller role seems like the most "hacker-y" to me. I still ensured that other roles had at least some presence, though.

Role Class Optionals Designation
Striker Engineer Shepherd Field
Arsenal
Botnet
Striker Scourer Emergency Vent
Flash Lens
Flamebait
Artillery Operator Fade Generator
Nova Missiles
Gremlin
Defender Demolisher Concussion Missiles
Sap
Banhammer
Controller Archer Blinding Shells
Impending Threat
Twitch
Controller Barricade Drag Down
Titan-Snare Drone
Shill
Controller Hive Electro-Nanite Cloud
Driving Swarm
DDoS
Controller Witch Spread Suffering
Pain Transference
Troll
Support/Defender Priest Empowered Shield
Fortress
Firewall
Support/Defender Mirage Manifest False Idols
Metafold Shove
Sockpuppet