Professional Documents
Culture Documents
Edited by
Malcolm Cooke
Art by
Théotime Galmiche (@TheotimeGM)
Template used
Lancer RPG Template by Michael Prijatelj, used under CC BY 4.0
Playtesting by
PrendarTheThief, Cow Alchemist, BigMacH, and Buttstrong
Special Thanks to
To Spenser for giving insight on the flavor text, and to
Pilot.net for mechanical feedback, particularly Reconus for taking the time to have a read over an early draft.
Lancer: Melee Plus is not an official Lancer product; it is a third-party work, and is not affiliated with Massif
Press. Lancer: Melee Plus is published via the Lancer Third Party License.
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INTRODUCTION
“While you loaded munitions, I studied the Blade.
When you were inviting girls to your mech’s cockpit, I
linked with my NHP. While you wasted your days
painting liveries on your frame, I cultivated my reactor.
And now that the Union is on fire and the Armory is at
the gate, you have the audacity to come to me for
help?”
WEAPON TYPES
There are three melee weapon types:
ATTACKS
Note: BLADE, IMPACT, and LANCE weapons are Melee
Weapons, and always make Melee Attacks.
RESOURCES
This supplement only requires the Lancer: Core
Rulebook, though references all official releases up to
Lancer: Siren’s Song, A Mountains Remorse.
DETERMINING TYPE
If you want to apply these weapon types to a melee
weapon not listed in this document, such as for NPC
equipment or weapons from other supplements, a
broad rule of thumb is that if it slashes it’s a BLADE, if it
bludgeons it’s an IMPACT, and if pierces it’s a LANCE.
Smith-Shimano Corpro
Shock Knife Auxiliary Blade
Fold Knife Auxiliary Blade
Variable Sword Main Blade
Ferrofluid Lance Main Lance
Terashima Blade Main Blade
HORUS
Nanobot Whip Heavy Nexus
Harrison Armory
Torch Main Blade
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TALENTS
CHAMPION SHOCK UNIT
There is one rule, above all others, for being a Lancer. Even among the elite, there must still be those who step
Whatever comes, face it well. first into danger. You take this mantle, breaching forth
ahead of your allies, carving the path ahead.
CEASELESS
1/turn, when you critically hit or miss with a BLADE, HEAVY IMPACT
gain a CEASELESS DIE. You may expend a CEASELESS Your first attack with an IMPACT on your turn deals
DIE when you attack with a melee weapon to gain +1 +1 KNOCKBACK, or +2 for Superheavy weapons.
ACCURACY. You may hold only 1 CEASELESS DIE at a
time, which last up to the end of the scene.
WINDUP
As a protocol, you may expend your free movement
CLASH to grant your next IMPACT attack +1 ACCURACY and one
2/round, you can expend a CEASELESS DIE to take the of the following bonuses of your choice:
following reaction:
• PRECISE: Inflict +1 KNOCKBACK on a hit against
Clash your primary target, and you may choose what
Reaction, 2/round direction the target is moved.
Trigger: A character hits you with a melee attack. • IMPRECISE: Inflict KNOCKBACK 1 on targets of your
Effect: Expend a Ceaseless Die to roll 1d6 and choice in a BURST 1 centered on your primary
reduce the damage you take by the amount rolled, target. Your primary target is unaffected by this
calculated after ARMOR and before RESISTANCE. knockback.
You may choose to destroy a weapon mount to
treat the result of the roll as a 6.
BREACH AND CLEAR
If you use WINDUP and do not attack with an IMPACT
STRIKEFORMS weapon on your turn, you may take the following
You may hold up to 2 CEASELESS DICE at once. When reaction until the start of your next turn.
you expend a CEASELESS DIE on an attack with a
BLADE, you can apply one of the following options to Breach and Clear
the attack. Reaction, 1/round
Trigger: A hostile character’s movement enters a
• THE RUSHING HARE: On a hit, your target moves 2 space within line of sight, and they are within range
spaces directly away from you, with you mirroring of your BOOST.
their movement. This is considered voluntary Effect: Take 1 HEAT to BOOST in a straight line to a
movement for both characters, though both ignore space adjacent to your target and make an attack
engagement and do not provoke reactions. with a non-superheavy IMPACT weapon, dealing half
• BOAR DOWN THE MOUNTAIN: Move up to half your damage on a hit. This attack benefits from Heavy
speed in a straight line before making your attack. Impact. If the target collides with anything as a
On a hit, your target becomes IMPAIRED until the result of this attack, they lose the remainder of their
end of its turn. movement.
• WOLF IN THE WOODS: When you hit as part of an
OVERWATCH, your target must make an AGILITY
save or lose the remainder of their movement.
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PIKEMAN
No matter how advanced and fancy things get, from
plasma-edged blades to hypersonic railcannons, a
good sharp stick makes things just as dead as anything
else.
SOLDIERS STANCE
You can enter a SOLDIERS STANCE as a quick action.
While in this stance you take +1 DIFFICULTY on melee
attacks against adjacent targets and +1 ACCURACY on
melee attacks against targets not adjacent to you. This
stance lasts until you become STUNNED, JAMMED, or
exit it as a quick action.
QUICK JABS
While in SOLDIERS STANCE, after you attack with a
LANCE, you may expend your move action to make an
attack with a LANCE as a free action, dealing half
damage on a hit.
PUNISH APPROACH
While in SOLDIERS STANCE, gain the following reaction:
Punish Approach
Reaction, 1/round
Trigger: A character would enter your THREAT.
Effect: The target must choose to either forfeit their
remaining movement before entering your THREAT,
or allow you to attack with a LANCE against them.
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