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Fast human-sized combat mechanoids built for medium and long-range combat. Their bodies are light, making them vulnerable targets at close range - especially in melee combat.

Base Stats



Armor - Sharp
Armor - Blunt
Armor - Heat

Pawn Stats

Move Speed
4.7 c/s
Mass - Baby
12 kg
Mass - Juvenile
30 kg
Mass - Adult
60 kg
Health Scale
Body Size
Carrying Capacity
75 kg
Filth Rate
Life Expectancy
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack 1
left fist
12 dmg (Blunt)
18% AP
2 second cooldown
Attack 2
right fist
12 dmg (Blunt)
18% AP
2 second cooldown
Attack 3
8.5 dmg (Blunt)
13% AP
2 second cooldown
Average DPS

Lancers are a type of fast-moving mechanoid with strong mid-long range firepower. They come equipped with the charge lance which can deal 30 damage per hit and a range of over 29 tiles, making them a threatening foe. Like other mechanoids, lancers are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony.

They can be found sealed in ancient ruins in all biomes, either spawned inside mountains or outside on the landscape. They may also raid the player's base through a random raid-type event, and will often spawn with psychic ship and defoliator ship events.

Dead lancers may be shredded at a machining table or crafting spot for 15 steel, though these values are affected by mechanoid shredding efficiency as well as any missing parts on the lancer.

Despite having a maximum and minimum comfortable temperature, and the definitions of those stats mentioning that being significantly outside the comfortable range will result in ailments and eventually death, all mechanoids are completely immune to temperature extremes and will not suffer any damage or ill effects because of them.

Combat & Strategy

Lancers have a shooting accuracy of 96%, equivalent to a pawn with a Shooting skill of 8. They have a melee hit chance of 62%, equivalent to a pawn with a Melee skill of 4.

The DPS of a lancer is low compared to a centipede or scyther, but their slow-firing charge lance deals tremendous one-shot damage, enough to take out limbs and organs in 1 hit if not wearing good armor. They don't fire very often, but when they do it hurts.

Lancers play an offensive role, providing firepower to pick off lone colonists while centipedes mow down groups and scythers charge your gunners. Lancers will quickly charge until they are in range, at which point they will stay at maximum range to fire. They will not move around to seek cover, or avoid incoming fighters. Lancers are often supported by centipedes and scythers, though they outrun centipedes by a huge margin, and will not stop to let them catch up.

Lancers have a moderate resistance to sharp damage and a small resistance to blunt damage but somewhat low health, making them trivial to disable at range with sufficient firepower. Lancers are vulnerable to spike traps, with only a few hits required to kill them. They should be priority targets during the early game, as your pawns will likely lack armor to prevent dismemberment.

As the description says, charging lancers can be a viable way to take them down, once you have taken care of any scythers.





Lancers, although mechanical and not very human-looking, are actually almost the same in structure as a typical human (minus the organs). However, they're more durable than humans, don't feel pain and do not fear for their life - they don't even use cover. This can make them very dangerous to fight against when under-armed.

They have two arms, run on two legs, and (surprisingly) have a neck and make vocal communication. Why a machine would use standard human-like air-based vocalization is unknown at this time - especially when Centipedes are completely unable to manually communicate.


Much like Centipedes, it's unknown what exactly drives a Lancer, but it's likely it would be similar to whatever powers the Centipede.

Body Parts (Summary)

Lancers, again, are practically humans in biology, although they lack many of the human organs and bones.

  • Body Part Name Health (×1.5 Health Scale) Base Health Quantity Coverage (per part)[1] Group Function / Required for following System Effect if Destroyed/Removed
    Mechanical Thorax 40 40 1 ? Core part Functioning in general Machine failure
    Mechanical Neck 30 30 1 8.0% Top of Thorax Communication (vocal),
    connector of thorax and head
    Machine failure
    Mechanical Head 30 30 1 75% Neck Houses Artificial Brain, Sensors Machine failure
    Artificial Brain 30 30 1 15% Head Dataprocessing Machine failure
    Sight Sensor 10 10 2 15% Head Sight Loss of sight/Blindness
    Hearing Sensor 10 10 2 5.0% Head Hearing Loss of hearing/Deafness
    Smell Sensor 10 10 1 10% Head - -
    Arm 30 30 2 10% Thorax Manipulation Loss of manipulation ability/Unable to work (if both lost)
    Hand 20 20 2 20% Arm Manipulation Loss of manipulation ability
    Fingers 7 7 10 5.0% Hand Manipulation Loss of manipulation ability (minor)
    Leg 30 30 2 10% Thorax Moving Unable to move
    Foot 20 20 2 20% Leg Moving Loss of moving ability
    Toes 10 10 10 5.0% Foot Moving Loss of moving ability (minor)
    1. Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.


    A real life “Lancer” is a soldier who is armed with a Lance, and while the Lancer isn’t armed with a traditional lance the charge lance variant they wield gives them their “Lancer” status.

    Version history

    In 1.1 they now have 200% heat armor, essentially making them completely immune to fire damage. Since the charge lance was nerfed, they also suffered from a range reduction.