Lancer: NPCs Rebaked
A downloadable game
The Galliard Applied Systems BWV-AT-01 "Bach," categorized as an Assault-archetype platform by the Universal Threat Assessment Manual, represents the manufacturer's premier military chassis design, and is a common sight within the Diasporan armies and militias across the Cersine Expanse. Like many models within its archetype, the Bach boasts sturdy and resilient construction optimized for frontline engagement along with integrated fire-control systems for heavy-caliber ballistic weaponry. A simple and straightforward strike chassis, the Bach's proprietary hardpoint interlink system makes incorporating aftermarket modifications more difficult than many clients prefer, with the manufacturer citing industrial espionage and piracy concerns. Galliard offers their own line of fully compatible upgrade packages for an additional cost, which many suspect to be the actual motivation behind this precaution...
***
Lancer: NPCs Rebaked is a third-party supplement for LANCER: The Mech RPG, intended to give GMs an assortment of fresh takes on existing NPC options that can replace or exist alongside those found in the Lancer core rulebook, all with an eye towards transparency, ease of use, readily graspable tactics, and memorable challenges for their players to be pitted against.
This 83 page supplement features the following:
- New NPC Structure Damage and Overheating tables. Designed for those NPCs that aren't standard enemies but also aren't Ultras either, made to be simpler and more streamlined with fewer debilitating outcomes that can randomly render such NPCs ineffective.
- NPCs Rebaked. All 30 of the Lancer core rulebook's mech NPCs, from the Ace to the Witch, have been given overhauls designed to make them more cohesive, give them more sharply-focused tactical and gameplay identities, and smooth out rough and unintuitive edges.
- Bespoke Grunts. Rather than a template, these Grunts are bespoke units designed to be Grunts from the outset. Simple and straightforward, these units require no construction or choosing among 30 different NPC classes. Simply select which type you want from five different role-oriented Grunt units (Artillery, Controller, Defender, Striker, or Support) and go.
- The Revised Veteran Template. A new look at the Veteran template, which now gives NPCs the chance to take unique class-specific traits to represent their experience and training. Give Veteran Assaults the benefit of Commando training, exert pressure on the battlefield with a Veteran Demolisher's Heavy Tread, or lock down enemies with a Veteran Sniper's Blinding Laser.
- The Revised Ultra Template. Designed with greater dramatic impact and interaction in mind, this new Ultra template broadens the selection of powerful Ultra traits, weapons, and systems to enable a wider variety of playstyles, while avoiding frustrating blanket immunities that can discourage players from attempting various tactics. Launch Aceso Flocks and utilize the Ontolotactical Array to support your allies, make use of Harbinger Rockets and H0R_OS v?? Puppet Crasher to control the opposition, and employ deadly new weapons like the Miniaturized Railgun and HyperDense Blade.
Designer's Notes accompanying each entry, providing detailed explanations behind major changes and design decisions.
Each of these elements is designed with an eye towards modularity; you can use them together or pick individual components that you wish to use while ignoring the rest, and you can use them as a replacement for core rulebook material or alongside it. For example, you could use bespoke Grunts and also make use of the core rulebook's Grunt template, or you could choose not to use the new Structure Damage and Overheating tables if you prefer the viscerality of the default version. You can even use rebaked NPCs alongside their core rulebook versions if you want. None of these components require the use of others in order to function.
Along with a pdf featuring cover art by Peyton Gee and layout by Minærva McJanda, it also includes an lcp file compatible with Lancer's Comp/Con digital toolset for ease of use and integration in your games. Note that this lcp requires the Lancer core rulebook paid version lcp in order to function. An additional lcp for Foundry users is also included to help manage Deployable elements such as Engineer turrets. These lcps are courtesy of PilotNET Discord server members Eleonor, stebb, and SkydivingSnake. When loaded into Comp/Con rebake NPCs will be identifiable by a [K] suffix after their name, i.e. Assault [K].
Update: This project now also includes revised versions of the NPC classes found in No Room For a Wallflower, included in a separate pdf and lcp.
| Status | Released |
| Category | Physical game |
| Rating | Rated 4.9 out of 5 stars (18 total ratings) |
| Author | KaiTave |
| Genre | Role Playing |
| Tags | Fangame, lancer, Mechs, No AI, npcs, powered-by-lancer, Tactical RPG, third-party |
| Content | No generative AI was used |
Purchase
In order to download this game you must purchase it at or above the minimum price of $16.99 USD. You will get access to the following files:
Development log
- Lancer NPCs Rebaked Wallflower Update76 days ago
- Lancer NPCs Rebaked 1.1 UpdateAug 28, 2025





Comments
Log in with itch.io to leave a comment.
Any idea if/when you'll be updating this for COMP/CON V3?
I don't have a timeline currently. V3 is new enough that people are in the process of figuring out how to make things work smoothly, and currently both Eleonor and stebb are looking into things. There's also been mention that a special migration tool may be coming soon, but I don't know many more details than that. So I'll say that it's being looked at and worked on, but at the moment I don't have any particular ETA as to when that will be, but when I know something more specific I'll make an update accordingly.
Yay Wallflower is finally out.
Great changes not only for combat balance and friction smoothing, but also for giving the GM punchier decisions around force composition. The extensive design notes explaining the purpose and reasoning behind very change really elevate this from “just” mechanical fixes to a 5/5 sourcebook. Love the Assault, love the grunts, love the Veterans.
I’ve yet to actually play a game of Lancer, but even from reading the core rulebook there’s been a bunch of awkward/confusing design decisions that have stuck out to me (why does the Archer have three abilities that are different takes on the same concept? what’s the point of the Ace? Cataphract huh? what does the Priest even do?) and this book fixes all of them and then a bunch that you’d only feel through playing. I have a few differences of opinion, but ofc it’s trivial to keep using the existing core version in those cases (Size 1 Guardian is fine), or use my own fix informed by your well-explained reasoning on a similar issue elsewhere.
(Ex: imo the core Mirage’s Multiplicity ability is cleaner as “save or tele-dodge”, so I think I’ll keep that but add a chunky heat cost to the Mirage and/or rescued ally so the player is more tangibly burning enemy resources & rewarded for applying heat pressure.)
The only major choices I disagree with are for the Demolisher. I think it’s actually fine if the players choose not to interact with it by never going within 4 hexes of the objective it’s guarding, and meaningful that the stock Demolisher is the only defender without Overwatch — if players want cede zone control by walking away from a Demolisher that got next to them, the Demolisher is still doing its job. Likewise, the rocket hammer dash optional feels like it negates the fundamental question that the class asks players (“Do you want to be in hammering distance, or do you want to be somewhere else?”). My preferred solution is give it the Pyro’s Explosive Jump Jets; that allows it to redeploy without giving it 8 hexes of surprise reach (unless piloted by an about-to-be memorable Veteran).
(On the other hand, the idea of a Demolisher being deployed to guard a gate and then ripping that gate off of its hinges to throw at someone to stop them from breaching the gate they’re guarding is extremely funny.)
Special thanks for cutting the Scourer’s Flash Lens option. I’ve been working on a minor faction specializing in lasers, optics/RF, and ECM in general. Obviously, their signature line mech has to be a Scourer. Obviously, if anyone is going to build a jamming suite into their standard combat mech, it’s them. But… even having never run a Lancer combat, I got the feeling that e.g. 3 Scourer + 1 support + 1 defender + 1 controller would be hell if every Scourer could draw a 5 hex cone of “your mech no work”. I’ve spent hours going back and forth between “but they’re the SigOps folks!” and “that’s too much shit for their basic mech to do, I need the complexity budget for their support/controller!”. Now they’re getting Emergency Vent and I can stop thinking about it. Huge relief :)
Finicky question about a Rainmaker ability: How does the Hound Missile use its ability to fly? I assume it flies over ground-level terrain and flies up to equal height with a flying target. Does it fly up and over obstructions to make a straight-line path on the 2-d map?
If there are no terrain or obstructions to worry about, is it meant to cruise along at ground level and be vulnerable to melee, or can it cruise at height 3 for safety and drop down at the last minute? (height 6 with lock on?)
Hound and Wolfhound Missiles, to my understanding, do not get to choose to arbitrarily move vertically in the way you're describing, their default movement is ground level as they deploy adjacent to the Rainmaker and then only move directly towards their designated target in as straight a line as possible. No "I want to loiter out of melee range" type stuff.
Great content here. The content is great and really helps focus each of the NPCs more solidly in their role than the base.
And, to take nothing away from the mechanics of it, really the gold for me is in the sidebar for each NPC. It's great to have the adjusted numbers and mechanics but the descriptions of *why* and the design philosophy for the changes and especially the sort of game plan for each NPC really helped encounter design click for me.
The grunts are fantastic too btw! It was gonna be overwhelming making grunt versions of most things and I totally agree with the NPCs just not being well suited as chaff. It's easier to throw in grunts now and I especially like how they're suited for their role while being easy to use.
Just fantastic stuff overall, really happy with this.
This is a really great product! I'm 5 session in to a new campaign using them and it's working out great so far. Also, I really appreciate the design notes both as a play aid and just genera interest reading.
I do have a couple of questions about how the Seeder is intended to play. First: is the "mine" tag intended to imply that the mines do not arm until the end of the seeder's turn, like player mine systems? Or is it intended that a Seeder can toss out a mine and immediately gravity gun pull someone to detonate it with their second action?
(Doing it with just one mine feels pretty fair and I don't particularly mind; Speed Deployer would appear to allow you to drop three mines in an arc and then pull someone into the middle to detonate all three immediately, which is pretty nuts; I've instinctively forced myself to space the mines out to cover more ground instead of concentrating them this way)
Yes, the Mine tag means Seeder mines work exactly as they do in the description of that tag in the gear section in all respects, including the necessary arming time. Seeder mines arm at the end of the Seeder's turn, so you can't immediately deploy one and knock someone into it, same as a PC can't do that. One of the main goals for the Seeder rebake in particular is that mines should work the same on both sides of the screen rather than having a bunch of weird exceptions that everyone has to juggle in their heads.
I love almost all of these, especially the rearrangement of reliable damage and the changes to the more generic seeming classes such as Assault and Rainmaker, but I have a major concern that the Goliath is far more fragile and also does a lot less damage. It used to be a (perhaps somewhat overpowered) choice between getting through 25hp at long range where everything faces resistance, or coming within range 5 and risking being blasted by potentially triple 5 damage shotguns. Your changes to it, while good overall, have made it very easy to either withstand the damage up close or destroy it from range - it's tougher than most but no longer a massive obstacle as it once was, which makes me worry it's going to be more of an ablative block of HP that only lasts a round or two, especially with even more taunt from the nicely upgraded Crush Target. But... I also have not tried the change yet, so this is all speculative. Have you or anyone tried the new Goliath a lot? Can it really survive without Siege Plating? Should I just give it even MORE hp to make up for it? Is this comment too long? (yes)
So to answer a long comment with a long reply, touching on two main points:
1). Yes, the damage on the Goliath is lower. I'm not a fan of tier-scaling multiattacks as noted throughout the supplement, and more to the point, my personal view of the Goliath is I don't really want it to be a high damage threat in that way. Lancer isn't a game where Defender = Low Damage, many of the Defender-type NPCs defend through punishment or threat of reprisal, like Demolishers, Pyros, and Sentinels.
But those NPCs already exist, and I don't think the Goliath needs to also be another Defender whose primary threat comes from dealing high damage in the same way. I was personally more interested in exploring the Goliath as a lockdown bruiser off-Controller sort of unit.
2). Yes, the Goliath is objectively more fragile. This is a concern that was brought up during testing by people who initially saw the change and had the same reaction you did, but during testing the overall consensus across multiple reports was that it WAS more fragile, but not in a way that really made it a completely irrelevant unit, if that makes sense. Yes, if you start a Goliath all the way across the map and have it trundle towards the players, it can get killed by long-range artillery before it can get into the fight, but that's a thing that can already happen via Seeking Payloads, Paracausal Mods, Swallowtails locking on to people to shred them, the Kidd's FABI mods, etc.
I considered adding more HP to compensate for the loss of Siege Armor as I did with other NPCs like the Barricade or Demolisher, but I felt that at a certain point simply adding more HP to an already big pool could start to get frustrating to deal with in an unenjoyable way, and testing with the HP unchanged didn't prompt any major "this isn't working" type issues, so I elected to leave it as is.
In exchange for the lower damage and lower overall toughness via Siege Armor, the Goliath rebake gains additional maneuverability via Towering Stride, and more importantly gains additional effective map presence via its various tech actions. Crush Targeting is now no longer on a recharge, but it also has optionals such as Mag Gauntlet and Coercive Force which allow it to extend its reach and pull people out of position and into its grasp. I tend to view Siege Armor as something the Goliath was given in order to let it weather fire while trundling into the fray. With an easier ability to both get to the fight and start affecting people at greater range, I no longer saw Siege Armor as a necessary part of its kit.
As always, I recommend trying things at the table for yourself, because first impressions can be deceptive, but that's the overall gist of it. My recommendation for those that want tougher rebake Goliaths is to apply the Veteran template and consider using the revised NPC structure/stress tables.
Thanks for the long reply :)
Yeah, I knew that without having tested it I was risking all of the usual perils of analysis in a vacuum - I only made the comment because the Goliath seemed to be getting it both ways, less damage AND more fragile, and it didn't feel that the mobility or utility upgrade would compensate enough... but I've seen enough cases where actual play makes the read-through white room analysis basically useless to happily accept that you tested it and no it's fine really. Thanks for placating my uncorroborated doomsaying, then!
I'm putting together my first ever Lancer game (just a one-shot), and I just picked this up. I was attracted by the Bespoke Grunts and the changes to the Assault in the example page, and I'm already glad I did. Reading your three issues with the Assault, I was like "Yes! Exactly! As a newbie Lancer GM, I *did* assume the Assault was a good generic filler unit! I *was* thinking of the Archer and Rainmaker as nice generic support-fire guys! I *did* think it was kinda boring that the Assault gets no penalty for using Hunker Down every round!"
And so on and so on. It *did* annoy me how many frames had two or three different abilities that did essentially the same thing, but with mechanics just different enough to be confusing.
I'm up to Berserker now, and I love the Designer's Notes especially. I feel like I'm understanding how to use these frames much better than I ever did from just reading the core book.
Have you considered adding the full page of designer's notes to the example pages? I saw the five lines of notes on the example Assault page and assumed that was all there was, just a paragraph or two to fill white space; I was delighted to find more.
Just to spread the love a bit more, I went ahead and posted a page of designer notes not from the Assault but from another NPC (the Breacher) to give an idea of what those look like, and how much there tends to be. The Assault's design notes are, I think, a bit less of a "sizzle screenshot" as it were since they're so extensive that it's basically just a screenshot of nothing but text, but it's a good suggestion to showcase exactly what the notes entail in general.
Nice!
Does this only touch on the corebook NPCs or it also includes other official NPCs like Avenger etc?
It only touches on the core rulebook mech NPCs, so not counting things like Squads or Monstrosities, BUT however I am currently in the process of playtesting and feedback for rebaked versions of Wallflower NPCs. When those are in a satisfactory state, I plan to upload them to this page as a separate standalone document, and if you've purchased NPCs Rebaked you'll be able to download it as well. That's the current plan anyway. This won't include Eidolons, to be clear.
Thanks for reply and thank you for not spinning it off into a separate purchase!
Edit: bought and read the pdf. I feel like somebody read my mind about everything I'd change about NPCs
Would it be possible to add the Retrograde art so that it shows up in Foundry?
Hey, coming back to this now that I've gathered some more info, it seems like in order for this to happen, this would have to be a modification made to the Lancer Foundry module itself, not the lcp. The author of the Foundry module, Eranziel, said that unless they specifically add separate default image handling for the rebake NPCs, that the only way this could be done on the lcp end is if the lcp somehow overwrote the core NPC IDs, which I don't want to happen. He did say he'd consider making that change, but ultimately it'll be up to him and whether he feels like it.
I also have no idea why itch decided to format that reply so weirdly, oh well.
Thanks for the reply! Luckily I found it easy to manually update the image in my own compendium. Hopefully I don't have to do this again when the LCP is updated in the future.
Hey, man! I thought these NPCs looked awesome, but there’s something I wanted to ask before buying:
Do they change the game's math? For example, I'm a new Lancer GM, so in a pre-written adventure, could I use the same enemies but swap out the book's templates for yours? Or would I need to do some balancing first?
The math IS changed in a number of respects, though most official Lancer modules shouldn't feel it too hard given the levels they tend to hover around. The biggest change is that a lot of NPCs had levels of excessive accuracy/to-hit numbers pared down, which will have an effect in terms of things like Evasion, cover, the Impaired condition, and Lock On all being more important and impactful in various ways.
The bigger changes will occur at higher levels of play, most notably Tier 3. At this level, a number of dangerous strikers have had their attacks shifted from multiple attacks per tier to single attacks with conventional damage scaling. In other words, instead of a Tier 3 Operator making three attacks for 7 damage every time they pull they trigger, they make one attack that deals 11 damage.
A lot of GMs are accustomed to accounting for these sorts of enemies at higher levels and their players are accustomed to facing them and so a lot of "metas" have developed around this. Using the rebake NPCs, this no longer really exists. At higher levels of play when using rebakes, the general advice I give is for GMs to utilize more templated NPCs (Veterans, Elites, etc) and/or simply more actual NPCs.
Most of the pre-written Lancer modules are designed to take place at lower levels, usually starting at LL0 and going out to maybe LL4 or so, so none of them should really require any extensive overhauling if using rebake NPCs. People have been running Solstice Rain and Winter Scar and Wallflower using them and it's worked fine. At higher levels is where things may need to adjust some.
Thanks, man! That’s pretty much what I needed to hear. I’m currently running Golden Flame, which I think goes up to LL5? After that, I plan to keep going, but by then I hope to be more comfortable with the system so I can design my own encounters better. So I’ll definitely give it a shot. Thanks again!
I do love how you fixed the Grunt template. I will now make so many Grunts that the players will think they are in the middle of the battle for A Baoa Qu.
How do these work with the Foundry Lancer automation
They should just work as normally as any other NPC lcp file, but be aware that they require the core rulebook NPCs in order to function.
Bad day to be living in a third world country.
If you're living somewhere where exchange rates make it difficult to justify spending that much money on one of my projects, get in touch with me via discord if you can (my username is, appropriately enough, kaitave) and we can work something out.
Was tracking this over at PNet, this is a really solid modular kit from the CRB NPCs. (Special mention on the Operator now no longer having multi-attack).
Highly recommend this for GMs as well!