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Characters / Lancer

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A list of characters from Lancer.

There are five major fabricators of goods and tech in Union, and those five also provide licenses to their mech patterns.

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General Massive Systems (GMS)

General Massive Systems (GMS) is the galactic-baseline for quality, and the bar isn't as low as that makes it sound. GMS is one of the oldest fabricators in the galaxy and have lasted that long for good reason. Everything that can be manufactured is from GMS, or uses their parts.
  • Boring, but Practical: Most GMS core bonuses are very simple and workhorse, but they are still incredibly useful, such as adding an integrated weapon, more damage to a single weapon, or more accuracy to all the weapons of a single mount.
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  • IKEA Weaponry: GMS sells licenses to all kinds of weapons, from simple knives, to gigantic rifles, explosives, self-propelled smart drones, and more.
  • We Sell Everything: It is admittedly easier to sell all kinds of things when most of the galaxy can simply print weapons and systems.

GMS's flagship mech, the Everest, isn't the fanciest nor the best, but being incredibly modular and reliable has allowed the Everest to become ubiquitious in the galaxy.

Everest provides examples of the following tropes

  • Crutch Character: The Everest is every lancer's first mech, and it'll carry them for a good while until they have enough license points to pilot something else.
  • The Ghost: Unlike all other player mechs, the Everest has no defined art for its frame, so as to allow players complete freedom to imagine what it can look like.
  • Jack-of-All-Stats: The Everest is straightforwardly decent at everything, possessing entirely average stats that make it resilient and balanced.
  • Master of None: This of course means that the Everest doesn't specialize at anything in particular, and moreover doesn't have any particularly interesting gimmicks on its own.
  • Overdrive: Fittingly for the 'average' frame, the Everest's core system gives it increased accuracy to all attacks, checks and saves for the rest of a scene, as well as allows it to Boost (take a second move action) every round.


IPS-Northstar (IPS-N)

IPS-Northstar is the biggest name in interstellar shipping in Union, their history is inextricably tied to that of interstellar piracy, and their mech lineup reflects that. IPS-N offers a range of versatile and durable mechs with a focus on toughness and close-quarters combat.
  • Implacable Man: Several of IPS-N's core bonuses make their mechs just that much harder to destroy, but the Briareos Reinforcement Frame epitomizes this by giving the mech resistance to all damage as long as it has only 1 Structure remaining, and when reduced to 0 Structure it still will keep going as long as it succeeds at Structure Damage checks.
  • Theme Naming: IPS-N names its mech lineup for famous naval commanders, keeping in line with its history in Interstellar shipping and anti-piracy.

The Blackbeard is focused on close-ranged fighting, and especially grappling its foes and tearing them to shreds.

Blackbeard provides examples of the following tropes
  • An Axe to Grind/Chainsaw Good: Its Chain Axe is a tactical-scale modification of a logging tool. On critical hits, it applies the Shredded condition to its target, temporarily taking away their Armor or Resistance.
  • Absurdly Sharp Blade: Asides from its Chain Axe, it possesses a fairly large Nanocarbon Sword whose molecular composition can change in real-time for maximum damage. In game terms, both weapons have the Reliable tag, making them deal a certain minimum damage, even if the attacks would normally miss.
  • Achilles' Heel: The Blackbeard frame has an exposed reactor, making it particularly susceptible to attacks which force Engineering checks.
  • A.I. Is a Crapshoot/The Berserker: Its highest license level grants the SEKHMET-class NHP, which when activated enhances all melee critical hits, as well as allows the user to Skirmish (have an extra attack with a single weapon) once a round as a free action. Unfortunately, SEKHMET takes over the mech while doing so, and will not distinguish from friend or foe.
  • Building Swing /Grappling-Hook Pistol: It possesses a number of reinforced cables which it can use to 'fly' in between movements or even simply hang from nearby structures.
  • Close-Range Combatant: Its entire theme is to fight up close and personal.
  • Flechette Storm: Its sole ranged weapon is a flechette launcher designed to hurt grappled enemies or biological infantry in a radius around it.
  • Grapple Move: The undisputed master of it, the Blackbeard can grapple enemies from a decent distance, Grapple or Ram enemies bigger than itself, and while grappling, can still move to some extent and take Reactions.
  • Harpoon Gun: Its core power, Omni-Harpoon, is to launch any number of grapple hooks to nearby targets, damaging them and pulling them all closer to it, immobilizing them.
  • Lightning Bruiser: It is agile, strong, has high HP and some armor.
    • Magically Inept Fighter: However, the Blackbeard frame is not at all suited to making or receiving technological attacks.
  • You Will Not Evade Me: Under SEKHMET, the mech will immediately move towards and attack whichever target it is closest to, and will not be able to use any ranged weapons.

The Drake is a large, very heavily armored powerhouse designed to defend its allies while still providing considerable firepower.

Drake provides examples of the following tropes
  • Barrier Warrior: Its Aegis Shield Generator creates a fairly standard forcefield that reduces damage to allies within.
  • BFG: Its Leviathan Heavy Assault Cannon is classified as a Superheavy weapon within the game, and can appropriately provide an impressive amount of damage.
  • Chainsaw Grip BFG: The art depicts it using its Leviathan Heavy Assault Cannon as such.
  • Cyber Cyclops: Depicted in the art as possesssing only one eye.
  • Deployable Cover: Its very name-indicative Portable Bunker allows it to create a large area that essentially counts as a fortified emplacement, providing immense defense to all characters within.
  • Gatling Good: Its iconic Assault Cannon (and its upgraded version) can spin its barrels to provide a great increase in damage and reliability at the cost of becoming Slowed.
  • Luckily, My Shield Will Protect Me: Its Argonaut Shield can provide Resistance to all damage to a nearby ally, at the cost of taking some of that damage itself.
  • More Dakka: Despite being more focused on being a tank, it still provides a respectable amount of heavy guns and ammunition.
  • Shout-Out: It bears more than a passing resemblance in color scheme and shape to the iconic Zaku from Gundam.
  • Stone Wall: The Drake is one of the slowest, most armored mechs in the entire game, cannot be pushed, pulled, knocked back or knocked prone by smaller characters, passively allows allied characters to treat it as hard cover, and has Resistance from all regular, burn and heat damage from any area attacks (anything that doesn't target a single character). Its core power, Fortress Protocol, essentially exaggerates this trope, completely immobilizing it at the benefit of turning it even more resilient.


Lancaster provides examples of the following tropes


Nelson provides examples of the following tropes

The Raleigh is a tough gun platform with a focus on powerful, reloading weapons.

Raleigh provides examples of the following tropes
  • All-or-Nothing Reloads: Its two ranged weapons both have the Loading tag, meaning they need to be reloaded after each attack. Fluff-wise, though, making an attack can be either shooting a single bullet or a whole magazine, depending on the player’s whim.
  • Benevolent A.I.: Downplayed. It possesses an UNCLE-class Comp/Con, which allows it to take control of a single weapon to shoot automatically for you during your turn. As a Comp/Con, it does not have actual sapience, but at the same time, that means it cannot become unstable and undergo cascade, making it by far the safest non-base AI system.
  • Chest Blaster/Revolvers Are Just Better: The frame has an integrated weapon, the M35 Mjolnir, a six chambered revolving chest cannon which can freely shoot each round you reload a weapon.
    • Charged Attack: The Mjolnir can be charged via its Thunder God protocol, loading up two chambers each turn it isn’t used. Once fired, the Mjolnir deals devastating damage proportional to the rounds loaded - if enough rounds are fired, the attack pierces armor and leaves the target vulnerable until the end of their next turn.
  • The Gunslinger: Its appearance and weapon set bring the trope to mind.
  • Improbable Aiming Skills: The frame is allowed to shoot even under the Jamming condition, which would normally prevent it from doing so.
  • More Dakka: Its frame and licenses allows for it to mount a large amount of weapons.
    • BFG: Its Bolt Thrower, a giant cannon that deals kinetic and explosive damage, originally designed to be a mining tool.
    • Drop the Hammer: Its Kinetic Hammer.
    • Hand Cannon: The aptly named Hand Cannon, which is ironically its smallest weapon.
  • Scratch Damage: All of its standard weapons have the Reliable tag, meaning they deal a minimum amount of damage even if they miss or have their damage reduced to 0 due to armor.
  • Shout-Out: One of its core traits is called Full Metal Jacket. Meanwhile, its "Roland" Chamber clearly references The Dark Tower and its protagonist, Roland Deschain.
  • Throw Down the Bomblet: Downplayed. The Raleigh only has one system that grants explosives, its BB Breach/Blast Charges, which allow it to deal decent damage with either grenades or mines. However, they are designed with the objective of destroying obstacles first and foremost.
  • Trick Bullet: After reloading, its "Roland" Chamber allows it to boost one attack from a Loading weapon to deal explosive damage, and potentially knocking down the target.
  • Unorthodox Reload: One of the frame’s core traits allows it to reload all its Loading weapons if it hasn’t made any attacks or forced any saves that turn.


Tortuga provides examples of the following tropes

  • Benevolent A.I.: Watchdog Co-Pilot
  • Close-Range Combatant: A ranged variety, Tortuga's entire kit plays around getting into close quarters.
  • Gun Kata:
  • Nail 'Em: A melee variant, the Catalytic Hammer drives a massive nail into its target, and requires reloading to use again.
  • Shotguns Are Just Better: Tortuga has two: The Deck-Sweeper Automatic Shotgun and the Daisy Cutter, which fires
  • Super Reflexes: Hyper-Reflex Mode
  • There Was a Door: Siege Ram allows Tortuga to use the Ram Action to plow through anything it wants, terrain and enemies alike.


Vlad provides examples of the following tropes

  • Odd Name Out: Unlike the rest of IPS-N's lineup, the Vlad doesn't appear to be named for any famous naval commander or pirate of note. This is because the Vlad is a successor to the lPS-N's legacy model, the Yi Sun-Shin, named for the 16th Century Korean Admiral who fended off the Japanese invasion with his Turtle Ships.

Smith-Shimano Corpro (SSC)

Elegant and stylish, SSC was an early leader in developing sublight and EVA vehicles before expanding and diversifying into other technologies. Mechas created by SSC emphasize maneuverability, speed and accuracy over firepower.
  • Theme Naming: Their mechs are named for various butterflies and moths.

    Black Witch 

Black Witch provides examples of the following tropes

    Death's Head 

Death's Head provides examples of the following tropes

    Dusk Wing 

Dusk Wing provides examples of the following tropes


Metalmark provides examples of the following tropes


    Mourning Cloak 

Mourning Cloak provides examples of the following tropes


Swallowtail provides examples of the following tropes


Horus isn't so much a company as it is a philosophical cult. Spreading in tandem with the Omninet and operating via black market printers, hacker communes and esoteric collectives, HORUS's mechs specialize in crowd control, unit management and electronic warfare.
  • Theme Naming: HORUS names its mechs after mythological creatures and monsters.


Balor provides examples of the following tropes

The Goblin is a small but deadly and feared hacking platform.

Goblin provides examples of the following tropes

  • A.I. Is a Crapshoot: The Goblin’s highest license grants it access to an OSIRIS-class NHP. OSIRIS Prime, the original upon which the others are based, if left alone, would have become able to delete what humans perceive as reality. Users of OSIRIS clones are suggested to be careful with them.
    • A God Am I: The OSIRIS clones usually seeks out admiration, awe, and approval, and if left alone become aware of their true potential, and start thinking of themselves as ruler or deity analogs.
    • Delirious Misidentification: The system associated with the OSIRIS, Hurl Into The Duat, slowly manipulates enemy machines, inflicts conditions, and ultimately confuses the target into thinking their enemies are allies and allies are enemies until the end of their next turn, or until they get hurt by enemies.
  • Always Accurate Attack: Its sole standard weapon, the Autopod, can only attack when an ally attacks a target within your range and consumes the Lock On condition. However, it always hits, and as a Seeking weapon can ignore cover and line of sight, as long as it can draw a path to the target.
  • Chicken Walker: Depicted in the art as having these.
  • Dueling Hackers: If the Goblin frame suffers a tech attack, it can immediately take any Quick Tech action against the attacker, essentially simulating this trope.
  • Master of Illusion: An expert in perception warfare.
    • Hologram: It is capable of creating holographic objects, whether for cover, or for use as decoys.
      • Your Mind Makes It Real: These holograms are essentially real as far as any system can tell - mechs cannot walk into them voluntarily. Decoys, meanwhile, are actively treated as the real thing by targeting systems, even if the pilot knows they’re false. Either way, both require a Systems check to destroy.
  • Mini-Mecha: Easily the smallest mech in the entire game. The art portrays it as so small, that some bits of the pilot can be seen between gaps in armor.
  • People Puppets: To a very limited degree, the Goblin’s hacking can cause this, forcing enemies to move involuntarily in certain directions, eject their cooling rods, or empty out their ammo cases.
  • Powered Armor: Halfway between this and Mini-Mecha (see above). Mechanically, its size of 1/2 is identical to a normal human and puts it at about 10 feet tall. Compare this to the the rest of the roster, most of whom are an order of magnitude larger in size.
  • Squishy Wizard: One of the most fragile mechs in the entire game, very unsuited to actively making physical attacks or Hull checks and saves. However, it is easily the most powerful frame in terms of making and defending against tech attacks.
  • The Symbiote: Its core ability, Symbiosis, allows it to latch onto another mech. In an example of mutualism, the Goblin obtains hard cover, while the host mech is allowed the use of the Goblin’s impressive electronic offense and defense, as well as Systems rating.
  • Synchronization: Its Metahook system allows it to use the Sensors of an allied mech within range of its own Sensors and in line of sight, meaning that it can make hacking attacks from extremely long distances without needing to put itself in the way of danger, while the ally can use the user’s Systems to make checks or saves. However, both characters suffer Heat damage and conditions when the other does, making it a double-edged blade.


Gorgon provides examples of the following tropes


Hydra provides examples of the following tropes

The Manticore is an unstable system that heavily uses electromagnetics, with a distinct theme of divine punishment.

Manticore provides examples of the following tropes

  • Action Bomb: One of the frame's core traits causes it explode as per a reactor meltdown the turn after it is destroyed.
    • Dead Man's Switch: Optionally, during a Full Repair, the pilot can switch the frame into or out of Castigation Mode, causing it to explode immediately upon destruction/reactor meltdown, causing it to kill the pilot and anyone else inside with it, while dealing a large amount of damage to surrounding units.
  • Cast from Hit Points: Most of its powers carry this sort of drawback to them.
    • Its passive core power allows it to deal energy damage to nearby foes once per round when it takes Heat damage… and both of its standard weapons deal self-inflicted Heat damage as recoil.
    • Three of its four Invade options are powerful enough that they carry the drawback of causing some energy damage to itself.
    • Its Lightning Generator protocol allows it to deal small energy damage to nearby foes each round at the cost of taking some Heat damage, but it is used automatically, with its power doubled, if the mech is already in the Danger Zone (halfway to Overheating).
  • Charged Attack: Its active core power gives it a Charged Die that increases in number each time it takes on energy or Heat damage, from 1 to 6. Once it reaches 6, it deals a devastating burst of power to everything around it.
  • Lightning Gun: Both its standard weapons, Catalyst Pistol and Arc Projector, are this.
    • Herd-Hitting Attack: The Catalyst Pistol deals a small amount of damage, but deals damage in a wide cone.
    • Chain Lightning: The Arc Projector attacks any number of secondary targets once, but without dealing extra damage.
  • Names to Run Away from Really Fast: The exact name of its Dead Man's Switch power is Castigate The Enemies of the Godhead, and its Charged Attack's name is Destruction of the Temple of the Enemies of RA.
  • Overclocking Attack: Its "Sear" Invade option is essentially this, allowing it to deal great Heat damage to an enemy proportional to the number of other characters adjacent to them.
  • Shock and Awe: Its entire theme is electricity - it has passive resistance from energy and burn damage, and all of its standard forms of attack deal energy damage. Ironically, the only time its licenses don’t deal energy damage is when it explodes as part of Castigation Mode (which is naturally explosion damage).
  • Standard Status Effects: Its "Smite" Invade option forces an enemy to make a save or be stunned until the end of their next turn.
    • EMP: It can also stun all non-biological targets in a burst around it, at the cost of stunning itself as well.
  • Taking You with Me: It automatically suffers a reactor meltdown when destroyed. In its Castigation State, it explodes even faster and with more power. This requires the pilot to be in the mech.
  • Weaponized Teleportation: Its "Summon" Invade option allows it to pull all nearby characters to a target of their choice, perfect for using its area of effect attacks; meanwhile, its Beckon Invade option lets it switch positions with a target, as long as both can stand or move on those positions.

The Minotaur is a dimension-bending mech that excels at inflicting negative conditions upon enemies.

Minotaur provides examples of the following tropes

  • Achilles' Heel: The Minotaur has nothing to offer in the way of standard weapons, relying almost entirely on technological warfare and inflicting negative status. Thus, Biological targets are easily its greatest weakness.
  • Bigger on the Inside: Noted to have more components on the inside than should be possible. Space is also distorted outside of it, making it impossible for foes to move past it, even if they're far bigger than it.
  • Gradual Grinder: It has nothing in the way of conventional weapons, but it has several methods of causing Heat damage and making life hell for enemy mechs over time. And unlike most other hacking-focused mechs, it is resilient enough that it can afford to take a few hits, even without armor.
  • Logic Bomb: One of its Invade options unleashes one of these to characters of your choice in a burst, forcing them to make a Systems save or be Slowed as they grapple with whatever it is you showed them.
  • Mechanically Unusual Class: The Minotaur frame allows the pilot to dismount or mount the mech very quickly, and while inside, characters will never be hurt, even if the mech is destroyed or suffers a reactor meltdown. The benefits of this are very niche in comparison to other mechs.
  • The Paralyzer: Has multiple means of stopping enemies dead or incentivizing standing still. Its "Banish" Invade option in particular causes Heat damage to foes for each space they move, for instance.
    • Inverted, as well. Its Aggressive System Sync can deal Heat damage to enemies if they’re adjacent close to their allies (forcing them to stay away from them) or if they’re too far away from the Minotaur itself (forcing them to chase it even when it's tactically unwise).
    • Its Metafold Maze allows it to Slow down enemies after a successful technological attack. If they’re already Slowed, they become Immobilized, and if they’re already Immobilized, they become Stunned. It can make this more deadly by activating its Core System, Maze, which automatically Stuns the target and forces them to do nothing but attempt to escape every turn until they succeed.
  • People Puppets: Its Law of Blades system allows a powerful hacking attempt that grants fine control over an enemy's actions (usually, an attack or movement, but more complicated or unusual actions are allowed).
  • Quirky Bard: It is somewhat gimmicky, and excels at causing the Standard Status Effects of Slowed, Immobilized and Stunned.
  • Support Party Member: Alone, the Minotaur cannot do much. On a good team, it is extremely effective.
  • Teleport Interdiction: Its Interdiction Field generates a large area around it that, in addition to stopping teleportation from people you don’t allow, slows down hostiles that aren’t able to make a Systems save. Unfortunately, it also slows down the user while it’s active.
  • Weaponized Teleportation: Using its Metafold Carver, it can teleport enemies closer to itself, or make them outright disappear from the field of battle until the start of their next turn.


Harrison Armory (HA)

Once an arms and munitions manufacturer, the end of the Union's Second Committee has allowed HA to expand into a full-blown imperialist corpro-state which now fields its own line of heavy-duty combat mecha. HA mechs tend to be very durable and often field massive, state-of-the-art weaponry.
  • Theme Naming: HA names its mechs for famous generals.
  • United Space of America: Downplayed. Harrison Armory is a heavily militaristic empire that is gripped for a desire for power and control, so comparisons with America are inevitable, but its exact ruling system does not adhere to the spirit of the trope.

An incredibly massive frame, the Barbarossa is more akin to a gigantic siege weapon around which a mech has been built.

Barbarossa provides examples of the following tropes
  • Achilles' Heel: As mentioned below, it is very slow, and particularly vulnerable to effects that force Agility checks.
  • Anti-Air: Its Flak Launcher forces hit flying characters to make a save or become Slowed and immediately land, preventing them from taking flight on the next turn. Its Bouncing Mine has a similar effect.
  • Awesome, but Impractical: The Apocalypse Rail requires three turns to charge up for maximum damage, the windup resets if the mech moves at all (even involuntarily), and if it fires it cannot take any other action. But if it does fire...
  • BFG: It has two of them: the Apocalypse Rail and Siege Cannon. The latter is a Superheavy Cannon, so it says a lot that the former is a far more destructive weapon.
  • Long-Range Fighter: Its Siege Stabilizers allow it to plant itself into the ground and give its ranged weapons an extended range, at the cost of being unable to fire within close range, or use melee weapons. Its Apocalypse Rail also cannot fire within close range of itself.
  • Mighty Glacier: The Barbarossa is thus far the single largest unmodified mech in the game, and incredibly hard to push, pull, or knock over. It also possesses resistance to explosive damage, and can be used by friendly characters as heavy cover. Unfortunately, it's also the slowest mech in the entire game and not very good at dodging things.
  • Names to Run Away from Really Fast: Apocalypse Rail.
  • Shoulder Cannon: Its Apocalypse Rail is depicted as such in the artwork.
  • Siege Engines: It effectively is one, and its multiple licenses further enhance its capacity as such.
  • Trick Bomb: Its "Roller" Grenades can move past obstructions and obstacles to explode when they reach a hostile target.
  • Unorthodox Reload: Its Autoloader Drone and External Ammo Feed allow it or its allies to more easily reload weapons with the Loading tag.
  • Wave Motion Gun: If the Barbarossa can overcome the above mentioned drawbacks, its Apocalypse Rail can lay waste to anything within its targeting reticle.

The Genghis is a terrifying frame that uses flame-based warfare; notably, it was the first mech to be used in a military context, popularizing it for such purposes.

Genghis provides examples of the following tropes

  • A.I. Is a Crapshoot: Downplayed. The highest license level grants an AGNI-class NHP, which are noted to be cold and efficient, and of which a small percentage act erratically and illogically. Gameplay-wise, however, it is as stable as the rest of the game's NHPs.
  • Armored But Frail: It boasts the highest unmodified armor in the game, tied with the Drake, but unlike the Drake, it is smaller, its HP is lower, and it does not have a host of resistances or other defenses.
  • Backpack Cannon: It is depicted on its art as having a smaller flamethrower held up in this manner.
  • Battle Amongst the Flames: Its Plasma Thrower inflicts such damage that it leaves behind patches of fire on the battlefield, which naturally cause damage to people who start their turn in them, or who move into them.
  • Cast From Hitpoints: The Plasma Thrower deals an incredible amount of damage in a wide range, but it deals a large amount of Heat to the user from each of its attacks.
  • Fire-Breathing Weapon: Its two standard weapons are powerful flamethrowers - the Krakatoa Thermobaric Flamethrower, and the Plasma Thrower. Notably, both are BFGs - the former is a Heavy weapon while the latter is Superheavy.
  • Herd-Hitting Attack: All its attacks and weapons are designed to hit as bursts, cones, or lines of damage, making it exceedingly good at fighting large groups.
  • Instant Cooldown: One of its core traits, its Auto-Cooler protocol, and its AGNI Protocol all grant it different ways to vent heat and keep it safe. See also Weaponized Exhaust.
  • Kill It with Fire: Its entire theme is fire. It is immune to any Burn damage (which deals Damage Over Time), it excels at dishing it out itself, and it has multiple ways of dealing with (or benefiting from) Overheating.
  • Man on Fire: The lore entries on the Genghis explicitly note that it was made in mind for area-denial, and against organic targets.
  • Molotov Cocktail: Its HAVOK Charges allow it to use grenades or mines that essentially behave as such.
  • Nothing Is Scarier: The Genghis Mk I was designed to host a weapon only cryptically referred to in the corebook as a TBK, and it is noted that the Genghis Mk II, which does not have it, has been brought in line with Union's Utopic Pillars. In other words, the TBK was a weapon that was considered inhuman.
    • To further put this in perspective, the Genghis' core system is exposing the power cells of the TBK Sustain Suite - not itself a weapon, but the framework designed to support the TBK.
    • Names to Run Away from Really Fast: The No Room For a Wallflower supplement does not clarify in any way how exactly the TBK worked or what it involved beyond its scope, but it helpfully clarifies that it stands for Total Biome Kill.
  • Weaponized Exhaust: A non-ship example. It has several ways of venting out heat in a burst of Heat and Burn damage around itself - its Explosive Vents, core system and AGNI protocol.
    • Steam Vent Obstacle: A rare non-videogame example. When either its core system or AGNI Protocol vent heat, the ensuing steam cloud grants soft cover, and in the case of the core system, invisibility.

The Iskander is a sophisticated mech that controls the battlefield via manipulation of gravity.

Iskander provides examples of the following tropes

  • Gravity Master: The main source of its power.
    • No Gravity for You: Its Tesseract technology option allows it to either generate a field of zero-g, allowing everyone in a zone to fly while being slowed, or to immobilize a single target and force them to float several spaces up.
    • Trick Bomb: Its Grounding Mine forces a nearby target to make a save or be pulled as close to the mine and then knocked prone, potentially forcing aerial foes to land. Its Gravity Grenade, meanwhile, slows down a target until they make no voluntary movements for a full turn.
    • Utility Weapon: Its Gravity Gun forces all targets in the area it hits to make a save or be forced as close to the center of that area. This effect deals a bit of Energy damage, but the intent is to clearly pair it with Iskander’s other Area of Effect powers.
    • You Will Not Evade Me: Inverted, its Repulser Field knocks away nearby foes and further weaponizes it by detonating all nearby mines.
  • Made of Explodium: Iskender's core ability releases a Death Cloud, filling effectively the entire battlefield with micromines, including the air.
  • Names to Run Away from Really Fast: Death Cloud, though ironically it's a name you literally cannot run really fast from, because anything other than a regular move action, including flight results in you taking explosive damage.
  • Revolvers Are Just Better/Punch-Packing Pistol: Its Stub Cannon is a small Auxiliary Cannon that only has six shots, deals a small amount of fixed explosive damage, and deals Knockback - ideal for blasting enemies into mines.
  • Throw Down the Bomblet: It possesses a large number of grenades.
    • Grenade Launcher: A core trait of the frame allows it, once per round, to launch grenades or plant mines from a very long distance.
    • Grenade Spam: Averted - almost all of its weapons are Limited and can run out if spammed too much.
    • Sticky Bomb: Its Clamp Bombs stick to an enemy and explode, also dealing Splash Damage to surrounding characters unless the enemy manages to detach and disarm it.
  • Trap Master: It is an expert on planting mines.
  • What Could Possibly Go Wrong?: Almost said word for word in the Gravity Gun’s description.
    "We’ve weaponized the thing that holds all things in its embrace. What could go wrong?"


Napolean provides examples of the following tropes


Saladin provides examples of the following tropes


Sherman provides examples of the following tropes


Tokugawa provides examples of the following tropes


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