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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

Market Value
1200 Silver


Armor - Sharp
Armor - Blunt
Armor - Heat

Pawn Stats

Combat Power
Move Speed
4.7 c/s
Health Scale
Body Size
60 kg
Pack Capacity
35 kg
Carrying Capacity
75 kg
Filth Rate
Life Expectancy
2500 years
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
0.2 chance factor
Average DPS


Crafted At
Large mech gestator
Required Research
High mechtech
Gestation Cycles
Resources to make
Steel 75 + Plasteel 75 + Component 4 + Standard subcore 1

Lancers are a type of fast-moving mechanoid, with strong mid-long range firepower.


Lancers can be gestated by a mechanitor at a Large mech gestator once the High mechtech research project has been completed. They require Steel 75 Steel, Plasteel 75 Plasteel, Component 4 Components, Standard subcore 1 Standard subcore and 2 gestation cycles taking 1,800 ticks (30 secs) each to initiate. They take up 3 bandwidth from their linked mechanitor.

Dead, friendly lancers can also be resurrected at the large mech gestator using the "Resurrect medium mechanoid" bill. This requires the corpse of the friendly Lancer, Steel 50 steel, and 1 gestation cycle taking 1,800 ticks (30 secs) to initiate.


As mechanoids, every lancer is immune to fire, Flame and Heat damage, and temperature extremes, despite having Comfortable Temperatures defined. They have 100% Toxic Resistance and Toxic Environment Resistance, making them immune to toxic buildup, rot stink and other toxic effects. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks for a time proportional to the EMP damage inflicted and will "adapt" and rendered immune to further EMP strikes for 2,200 ticks (36.67 secs).

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

Mechs under player controlContent added by the Biotech DLC require power: lancers use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a large mech recharger (400W), for 50% power/day, creating 15 wastepacks whenever the recharger's waste is filled up.

As an enemy[edit]

Mechanoids can raid the player's base through events, and are found in most poison ships, psychic ships, and mech clustersContent added by the Royalty DLC.

Lancers are fast-moving attackers. They will seek out colonists until they can fire, in which they will stay at maximum range to fire. While defending stationary threat (like a psychic ship), mechanoids will only continue to chase if a colonist is a close enough. They will not move around to seek cover, or avoid incoming fighters. They tend to run ahead of slower mechanoids like centipedes, and won't stop to let them catch up. Their armor is not especially good, so lancers aren't difficult to take out.


Lancers come equipped with the charge lance, which can deal 30 damage per hit from a range of over 29 tiles, making them a threatening foe.

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.




As an enemy[edit]

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

Lancers are vulnerable to spike traps, with only a few 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.

As an ally[edit]

Lancers are analagous to human colonists. They move at similar speeds (and are slightly faster), have a similar health, and even use a human weapon. While they don't have quite the same firepower as a centipede (let alone bulk), lancers move much faster, allowing them to be used in strategies alongside ordinary colonists. As a lancer feels no pain and is easily repaired, they should be on the frontlines, and can be used in generally riskier positions than their organic counterparts.

Tesserons are another ranged, fast, medium-size mechanoid. Lancers are better against high armored targets, like other mechanoids, or when targets arrive in low numbers: whenever separated, killed quickly in a killbox, or when their actual quantity is low. Meanwhile, a tesseron's beam graser excels at hitting clumped up groups, such as tribals. The legionary is another fast mechanoid, but is clearly meant for shield utility rather than raw combat.



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.


Player lancers can be recharged with regular power. However, enemy mechanoids don't require power at all, and even gestated variants can get "free" power when entering dormancy. It is unknown where their power comes from.

Body Parts (Summary)[edit]

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[edit]

    • Beta 19 - Introduced. Previously, scythers could wield charge lances.
    • Beta 19/1.0 - Now dies when downed.
    • 1.1 - Now have 200% heat armor, rendering them immune to regular fire damage. Charge lances were nerfed, reducing the range and accuracy of lancers in the process.
    • Biotech DLC - Introduced ability to create and control mechanoids.
    • 1.4.3555 - Bandwidth cost increased from 2 to 3.
    • 1.4.3641 - Fix: Lancer shoulder parts labels inconsistent.