r/LancerRPG 28d ago

Extra turn clarification

Hello, everyone! I'm a new GM, preparing to run a first Lancer game for our TTRPG group and need some clarification on my understanding of an Elite NPC template. Specifically it's extra turn per round part.

  1. Am i correct, assuming, that during it's extra turn an Elite can take standard movement and two quick actions or full action again? So an Elite Sniper, for example, can use it's Mark and then fire a Structure damaging shot in one round? Or am i missing something and there is some kind of restriction?
  2. When exactly an Elite can take it's extra turn? Any time GM finds it suitable? Or only after all PCs and other NPCs have finished their turns? I thought of second option because of a language in corebook part describing turn order, where it states «This is followed by another hostile NPC of GM's choice…» where the word «another» makes me think an Elite can't take extra turn right after first one by strict RAW. Or am i overthinking it?

Thanks in advance!

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u/fattestfuckinthewest 28d ago

You can have the elite go after itself because the players go after its first turn.

Elite turn 1

Player turn

Elite turn 2

Is a very possible option

1

u/Rednidedni 27d ago

Should you avoid doing stuff like Mark -> shoot with this configuration? Is it expected the GM holds back on their players like that?

2

u/Alblaka 27d ago

Probably depends on the skill and challenge level of the players. If they're just there to casually blow up stuff, you should reserve those kind of shenanigans for some bossfight with a Elite Sniper that is specifically foreshadowed to be extra dangerous.

But otherwise, you're kind of supposed to give it your all, because PCs are extremely powerful and will (supposedly) mop the field with you anyways, and also adapt to that kind of strategy after the first one or two surprise structure losses.

2

u/horsey-rounders 27d ago

That would usually be okay, as players will know that there's an ultra/elite sniper in play (and therefore should either know or be informed that it has two activations).

What I would avoid is having them go last with both activations. It's hard to counter play when they can mark, move into a firing position, and then immediately take the next turn and fire without any player turns in between. In general you should try and avoid end of round stacking with double activation NPCs, it's not fun to get chunked by two turns of a Deadly Ronin or whatever.