War is hell. Giant robots are fricking rad. And a great crunchy RPG is a rare beast in 2019. LANCER is all three of those things.
In the far future, humanity is spread out over the galaxy, and life is thoroughly weird and dangerous. 3-D printing means that core systems are basically post-scarcity, but there are plenty of threats from rogue AIs, local warlords, space pirates, mega-corps, and a host of baddies. You are a squad of mech pilots, the tip of the spear in the next generation of war. Characters get just enough distinctions to set them apart, but the real meat of the game is tactical combat with an almost infinitely customizable set of mecha. Pick a chassis, pick guns and melee weapons, pick special equipment and bonuses, and then win your battles with skill and luck. There are lots of buttons to press, with standard and electronic warfare attacks, bonus actions, deployable drones and defenses, managing heat, hitpoints, and limited ammo, and firepower ranging from automatic rifles to heavy howitzers, swarms of nanobots, plasma whips, and causality violating guns from the future.
There are a lot of moving parts, so LANCER keeps the core mechanics simple. 1d20+a single digit modifier +/- max(nd6). The most common mods are accuracy and difficulty, which each give +1d6 and cancel each other out. Rolls over 20+ are critical hits. This bounded accuracy makes it hard to break the game, there's only so much the probability curve will let you get away with (though accuracy matters a lot, with success on a 10+, that first bonus die is a 10% improvement in the odds, and turns crits from a 5% chance to a 17% chance).
I've only read the free player-facing rules, so I'm guessing at the implied setting, but it sounds pretty wild and gamable. I fell in love with the Omnigun, which defies physics and maybe comes from the future. The mechs are engagingly quick, with the standard Size 1 chassis at 3 or 4 meters tall, going all the way up massive Size 3 behemoths. It's a good middle ground between the ponderous stompers of Battletech, and the impossibly large and graceful machines of anime.
The rules look good, the art is of course glorious, but what caused my jaw to drop was the CompCon character building software. Coming from D&D Beyond, which is barely better than flipping through rulebooks like it's 1986, CompCon is a fully integrated character builder and encounter manager. The interface is a little utilitarian, but it's also almost entirely frictionless, and better than anything the indie RPG world has to offer.
EDIT: So I resisted about 2 days before buying the full book. The GMing support is decent. Suggested tactical map sizes are very big, 40x20 hexes, and a mission has between 3-4 combats, fewer than D&D4e. I need to see how the system works in play, but having run the numbers, I'm a little concerned that accuracy is too high and defenses too low. The whiff factor sucks, but with typical numbers it seems like attacks almost never fail. There are 30 enemy mechs, which come in 3 tiers and can have a variety of optional subsystems, which seems decent, equivalent to at least a stock Monster Manual.
That said, having read all of the setting guide, I'm not sure it works together. The fiction depicts a prosperous post-scarcity universe, with worlds linked together by key sets of instantaneous Blink Gates. But the galaxy is a big place, and getting anywhere not on the Gate network means sublight travel, so there's a massive Diaspora of planets where physically going there involves incurring years of time debt, though since ships cruise at .995 c and typical lifespans are few centuries, subjective travel times are not that bad. The current government of Union is radically egalitarian and utopian in outlook, the past is full of imperialist horrors, and I love the truly weird temporality violating AI stuff.
But here's the rub. The setting is very much Ursula K Le Guin Hainish cycle space opera, with long range diplomacy and lots of weird human cultures. But the praxis of the rules is that four strangers with mechs show up in town, solve problems by wrecking a few dozen bad dudes with mechs, and depart. The key criteria for an RPG setting is that it is gameable, that it provides a pretext for an adventuring party to make a difference, and as cool as the setting of Lancer is, I need to do a lot of bending to get it to fit my understanding of how an adventure works. I'm not going to knock it down a star, but I'm a little annoyed.