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There is a heavily overlooked supplement called Maximum Metal. It's got a bunch of stats and stuff for powered armor. Might be worth taking a look?
If this is your concern, consider trying Beam Saber [austin-ramsay.itch.io]. Where Lancer focuses primarily on tactical combat design, Beam Saber is a game that mechanizes a lot of the storytelling techniques common in mech fiction, from character rivalries to simultaneous A/B plot intercuts. The game explicitly foregrounds interpersonal dynamics in and out of combat, both on the squad scale and the larger interfactional conflicts, while still featuring a fair share of mech customization and combat tactics.
due to you being able to make what ever type of mecha/ship you want
1. There are skills and stats for out-of-mech stuff for a reason. Don't be afraid to run a whole mission boots-on-the-ground. Especially after you've run a few mech sessions, it breaks up the monotony. Then, to really mix it up, introduce missions that require one or more people out of mechs and some defending them.
2. You can create dungeons if you'd like. These can be just military compounds, underground tunnels, or the vaults of long-dead civilizations or paracausal entities like RA and other MONIST creatures (The lovecraft AI that drive people insane). Don't be afraid to mix it up and bring fantasy into the sci-fi.
3. In between each mission the players do downtime. If players have an idea of what they want to do, run it before ending the session and keep in mind that its a good time to set up new story stuff. If some players don't have anything in mind, have them think about it and run it before starting the next session. These downtimes are a great chance to introduce NPCs and social dynamics to the game.
4. True to Armored Core, add comm chatter and enemy voices over radios during missions and combat. Its one of my favorite AC tropes and it works well in Lancer. Have enemy mechs taunt players, coordinate with teammates, and hurl insults at your players.
5. Have a story in mind when you start the game, like you would with any other ttrpg, but don't start it for a few levels. Come up with a few missions for the first few Licence Levels that they pick, like they are a mercenary crew picking and choosing their contracts. Then, during the third or fourth one, something happens during the mission that derails them and kickstarts your story.
Hope this helps! Good luck, pilot!
and as for dungeons, you run them the same as a regular party, but instead of tracking spell slots and healing potions, the party must budget things like ammo and repair drones or the like.
and after they return to base and are out of their mechs, there is still a ton of things to roleplay, are the players a rival of another mech unit? what happens when that rival group meets them in the mess hall and starts talking ♥♥♥♥, what happens when the general gives them an order that makes them heavily question their morals, or what happens when one of the players stumbles across some data that might hint at that general being a traitor that is trying to slowly lose the war?
you can really take all of your previous ttrpg experience and apply it to this genera, it's just about re-framing it all in your mind first. Good luck, i have heard Lancer is a fun system, and i hope you have a great campaign!