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Class record

Lancer

Striker

Tier
2
Difficulty
2 / 5
Main role
Striker
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Cavalier, Adventurer or Fighter mastered, Proficient in polearms or lances.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Athletics, Riding, Intimidation, Perception or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 Fitness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 Focus or Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Lancers are a class that specializes in using polearms.

Tactical guidance

Playing Lancer

Lancers prefer to let the enemy come to them. The full pierce effect gained from their Brace key ability makes even a readied light attack do good damage. 

Extending Spear allows the lancer to attack from long range and hit a lot of enemies if they line up. Extending Spear followed by a readied attack is a good way to start fights and wait for the enemy to get closer.

Once they are close, a crescent sweep can knock them all off their feet and set them up for the rest of the team. 

When there is only a few enemies, look for a position to use Piercing Stab in. 2 AP for 2 heavy attacks is very cost efficient, even if you have to move for 1 AP to position for it.

Finally, lunge with a polearm gives you a 20ft attack range. This is long enough to hit basically every enemy in the front line and may be enough range to even hit a backline target that moved up too far.

Lancer

Class features

Abilities unlocked

Complete rules for every ability granted by Lancer.

Key ability

Brace

Class feature

Benefit 1

When using the Prepare action to prepare a melee attack with a polearm, if your target of that prepared attack moved more than 20ft that turn (excluding teleports), your attack gains Full Pierce and does maximum damage. Against a mounted enemy this also gains Sure Hit and on damage, their movement becomes 0 until the start of your turn.

Benefit 2

On mastering this class, the Sure Hit property (but not the movement nullification) of your prepared attack against mounted enemies now also applies against Beast type enemies that are large size or bigger.

Ability

Lunge

0 AP
Range
Self

The attack range of your next basic Light, Heavy or Precise Attack with a melee weapon is doubled.

Requirements

-
2 AP1 MP
Range
A target in melee weapon range and a target directly behind the first target in melee weapon range.
Keywords
Blanketing

You may make a Heavy Attack against the target and the target directly behind it.

Requirements

Polearm only.

2 AP
Range
30ft

You may make a Light Attack against all targets in a line up to the range.

Requirements

Polearm only.

3 AP
Range
Melee Weapon Range
Keywords
Blanketing

You make a Light Attack against all enemies in range. On damage, a target falls Prone.

Requirements

Polearm only