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SOLSTICE
RAIN
OPERATION
SOLSTICE
RAIN
A two-part introductory mission series for Lancer pilots starting at LL0
By
Kai Tave
Editing
Melody Watson
Layout
Minerva McJanda
Cover
Tom Bloom
Illustration
Conner Dodd, E.M. Fields, Peyton Gee, Juan Gee Tan, Gwen Williamson
Dunya Kat
Safety tools
Special Thanks
The many pilots and GMs on the PilotNET Discord server who provided
feedback and stories from their games during playtesting.
CONTENTS
INTRODUCTION 7
COMBAT 3: DOWNPOUR 24
MISSION 2: DAYBREAK 32
COMBAT 5: LEVIATHAN 37
NEW TALENTS 44
GMS CHOMOLUNGMA 45
SECTION 0 // Introduction
[6]
INTRODUCTION
Welcome to Operation Solstice Rain, an introductory Operation Solstice Rain assumes that all player
two-part mission series for Lancer. In these missions, characters (PCs) are brand new Union pilots starting
players will take on the role of mech pilots tasked at LL0. The structure of this mission series –
with leading a rescue mission on the besieged city of missions, enemy combatants, downtimes, and
Nov Elysia. Early on in the mission things don’t go as opportunities to perform Full Repairs – is designed
planned, and the players will have to adapt and act according to the narrative outlined in this book, but
quickly if they want to carry on and successfully you should always make adjustments or changes
complete their objectives. based on the expectations of your group.
Operation Solstice Rain is designed to allow you and The missions in this series are comprised of a series
your players to quickly begin playing Lancer with of combats interspersed with important story
minimal preparation. You’ll dive into two linked moments, called beats. In addition to marking the
missions, beginning at License Level (LL) 0 and passage of time, beats create the structure for a story
ending just as they reach LL2. These missions can be that progresses alongside the PCs. It’s not necessary
used as a standalone introduction to Lancer, or you can to stick exactly to the beats presented in this book –
use it as a stepping-stone for an ongoing campaign. especially if you’re an experienced GM – but for the
best play experience we recommend keeping to the
The Lancer Core Rulebook can be accessed in one of structure presented in this book.
two forms: a free version containing all the core rules
everyone needs to know as well as all the information Each mission opens with a briefing that provides a
players need to create pilots and mechs, and a full, rundown of the mission’s overall objectives,
paid version that contains Game Master (GM) rules parameters, and narrative framing. Between the two
and guidelines along with additional setting information missions presented in this module is a period of
you may want to familiarize yourself. Both can be downtime, an extended narrative interlude in which
found at MASSIF-PRESS.ITCH.IO along with a range of other PCs can interact with various characters and attempt
supplements. In order to run Operation Solstice Rain, to secure resources to help them during their next
you’ll need a full copy of the Lancer Core Rulebook mission. The missions in Operation Solstice Rain take
containing sitreps and the rules for running NPCs. place over the course of several days, but in your own
campaigns missions can happen over longer or shorter
periods of time based on your specific narrative
circumstances; some missions take place over several
weeks, and some only a few days or hours.
A NOTE ON PLAYER SAFETY The events of Operation Solstice Rain take place on
Operation Solstice Rain puts the player characters Cressidium, a planet that was settled by Union’s
in the middle of a chaotic, bloody urban battle, anthrochauvinistic Second Committee just before it
including moments of sudden death and was overthrown by the coalition that would eventually
dismemberment as well as scenes involving become the current-day Third Committee. As
dispossessed, injured, and traumatized survivors. revolution swept throughout Union space, sparked by
Every effort has been taken to represent these mounting oppression and atrocities, many SecComm
matters as respectfully as possible, but GMs bureaucrats and military commanders fled their
should still discuss things with their players to homeworlds looking for a safe haven to ride out the
ensure that all participants are comfortable during storm. Among the places they fled—bringing their
play. If your group decides that adjusting certain friends, families, and politically connected allies with
scenes will make for a more enjoyable campaign them—was Cressidium, a recently charted and newly
experience then you should do so. You may wish to colonized world that boasted suitable Cradle-like
make use of tools such as the X-Card (TINYURL.COM/ conditions for habitation and an abundance of natural
X-CARD-RPG), the Script Change Toolbox (BRIEBEAU. resources. Information on Cressidium’s location and
COM/THOUGHTY/SCRIPT-CHANGE/), or the RPG Safety its colonization was purged by those who fled there
Toolkit (BIT.LY/TTRPGSAFETYTOOLKIT) to help facilitate in an attempt to cover their tracks. This included
this in play. The point of a roleplaying game is scuttling the world’s omninet infrastructure to prevent
ultimately to have fun; as such, ensuring that detection, and in the aftermath of the revolution the
everyone at your table can comfortably enjoy world was lost from official record.
themselves always comes first.
SECTION 0 // Introduction
[7]
The sudden influx of unplanned colonists pushed the These powers have been locked in a cold war for
world’s fledgling settlements to their limits in the early decades, and the continued presence of Union at the
days. The result was years of hardship and factional LSA’s request has exacerbated tensions between
infighting as various figures attempted to take control them. The LSA, first to make contact with the colonial
of the colony in the name of a government which, as survey team, has been very receptive to the
far as anyone knew, no longer even existed. New possibility of becoming a Union member state once
borders were established and fought over as people more, while the Sovereignty is much more distrustful.
spread across the planet seeking freedom, A series of diplomatic summits have been held at the
authoritarian governments rose and fell, and metropolitan LSA port city of Nov Elysia, of which
Cressidium soon became a microcosm of SecComm this one is the latest. During the course of these
and its downfall as it contended with a reckoning of summits, a great deal of Ambassador Bannerjee’s
its own. time has been spent trying to find a compromise
acceptable to all parties.
Now, 500 years later (5016u by Union's calendar),
Cressidium is a developed world home to a number Accompanying the ambassadorial delegation is a
of major nations and alliances that have formed in the Union Navy ship, the UNS-CV Rio Grande, under the
half-millennium since. The world’s SecComm history command of Captain Brigid Farris. The Rio Grande is
lies in its distant past, but echoes of it can be seen an Ebro-class light carrier, a vessel well-suited for both
among its more authoritarian polities. Many of its independent patrols and escort duties like the one
nations, however, have cast off the anthrochauvinistic she’s currently performing as part of the diplomatic
attitudes of their forebears and adopted more mission. Smaller than a mainline naval carrier, the Rio
egalitarian policies in line with those of the Third Grande is nonetheless readily capable of ferrying
Committee. personnel and materiel both on- and offworld, and she
carries a compliment of strike craft in reserve in case
For centuries Cressidium has been isolated from the of unexpected hostilities. The PCs are stationed
wider galaxy, cut off from Union and the omninet and aboard the Rio Grande, having been recently assigned
left to develop on its own, but recently a ThirdComm to her following their graduation from pilot training
colonial survey team charting distant worlds made academy. This is their first posting as fully trained and
contact. The survey team was surprised to discover a qualified mechanized chassis pilots.
highly developed Diasporan world interested in
rejoining the galactic community after centuries of
isolation. An ambassadorial delegation was quickly
dispatched to Cressidium to begin the process of
negotiating its admittance into Union once more.
SECTION 0 // Introduction
[8]
INTRODUCTION
CRESSIDIUM AT A GLANCE
Cressidium is a Cradle-type planet along the Cascade Line. It is fortunate enough to boast natural
conditions suitable for habitation, with a diverse, human-compatible climate and biosphere and a
variety of flora and fauna, including both native specimens along with those introduced during
colonization. Like Cradle, its surface is largely covered by water interspersed with large
continental landmasses and island chains. The human population of the planet has grown over
the last 500 years to form a number of large nations and power blocs, including the Leandric
States Alliance (LSA), the Vestan Sovereignty, and the Republic of Okasnia.
The LSA and the Sovereignty are presently engaged in a cold war going back decades. Both
states were established during a period of civil instability and warfare over land and resources
known as the Barren Years. The LSA began as an alliance of smaller nation-states against the
Sovereignty, an oppressive and expansionistic power founded by the descendants of military and
political leaders who had fled to Cressidium to escape the collapse of SecComm. Over time, the
political situation on Cressidium stabilized around these major power blocs, leading to the
planet’s present state of affairs.
For a time it seemed that the Vestan Sovereignty’s authoritarian government was losing its hold,
giving way to something more progressive, and there were even hopes of long-term peace talks
in the future. A recent series of assassinations and internal power struggles has, however,
prompted a renewed wave of hardline nationalism and neo-anthrochauvinist sentiment, vying
against the older and less outwardly aggressive regime for control of the nation. The current
relationship between the major powers is tense, but not to the point of outright war, and
representatives of the Vestan Sovereignty have agreed to attend talks along with the LSA during
this diplomatic mission.
Societally, Cressidium has been largely isolationist until recently. Though knowledge of other
humans existing across the galaxy isn’t suppressed information, most assume that Union
inevitably collapsed in the wake of the revolutionary movement against the Second Committee,
and that remaining obscure and unnoticed is vital to protect the planet against any number of
marauding, vengeful splinter nations. As a result, Cressidium’s spacefaring capabilities have
historically been fairly minimal, generally relegated to satellite launches, though within the last
century more development in this area has taken place as conservative attitudes have waned.
The planet now boasts several space elevators and the major powers have all made headway in
developing their own surface-launched space-capable ships, roughly equivalent to what Union
would classify as corvette-tier vessels. These are used largely in a deterrence role along with
limited anti-satellite and orbit-to-surface strike capabilities.
Despite its long isolation and lack of omninet access, Cressidium’s technological development
has generally kept pace with wider galactic trends. At the time, mechs had just entered into
military service with the use of the Genghis Mk I during the Hercynian Crisis. Over the course of
the 500 years that followed, Cressidium’s various nations have developed their own mechs that,
despite their divergent evolution, are generally comparable to those in use elsewhere. The biggest
differences lie in their grasp of paracausal science, which is notably lacking compared to their
Union counterparts. While the early colonial efforts possessed printers that were, at the time,
cutting edge, without replacements they eventually fell into disrepair, leaving things entirely to
conventional manufacturing. Access to modern printer technology is among the benefits Union is
offering should Cressidium ultimately decide to join them.
SECTION 0 // Introduction
[9]
SHIPBOARD LIFE:
THE UNS-CV RIO GRANDE
The Ebro-class light carrier saw modest use during PERSONS OF INTEREST
the late Second Expansion Period, primarily as an Even a light carrier like the Rio Grande isn’t a small
escort carrier accompanying second-line naval units. ship, and there are plenty of other personnel serving
The Third Committee’s reorganization of the navy has alongside the PCs for them to interact with. These
granted it a resurgence as a fast and flexible are some of the notable NPCs they may encounter
alternative to full-sized carriers such as the Amazon during their time aboard and have opportunity to
class. Though smaller than its siblings, the Ebro- interact with in the weeks leading up to the events of
class is nonetheless capable of fielding wings of this mission series:
fighters, bombers, or mounted chassis (mechs
outfitted with special external packs containing
additional power plants, thrusters, armor, and
weapons for use in naval operations), and they serve
as effective force-multipliers or patrol vessels, well
able to handle themselves against pirates or hostile
subline-equivalent Diasporan ships.
SECTION 0 // Introduction
[10]
INTRODUCTION
1ST LIEUTENANT ALEX KIM HE/HIM RIO, SHIPBOARD NHP SHE/HER
The executive officer aboard the Rio Grande, 1st While NHPs (Lancer's equivalent to advanced AI
Lieutenant Alex Kim hasn’t served as long or had as systems; see Lancer, p. 381–382) often have
storied a career as Captain Farris, though he personalities suited to their line of work, they’re still
wouldn’t be XO if he lacked the necessary their own people with mannerisms and quirks as
qualifications. Promoted to the post relatively diverse as any human’s. Rio, the Rio Grande’s
recently, Kim is eager to prove that he’s up to the shipboard THALASSA-class naval NHP, is an
task – perhaps a bit too eager if you were to ask outgoing person with a bright and cheerful
some of the ship’s personnel who’ve found personality. While she’s technically always “on duty,”
themselves on the receiving end of yet another pep she enjoys socializing with the crew during those
talk or by-the-book lecture about regulations. They’re periods in which she’s allowed to leave shipboard
hoping that some of the captain’s self-assurance will tasks to her more automated subprocesses and take
rub off on him and he’ll start to relax more into the time for herself. Given her immense calculative and
role, ideally sooner rather than later. processing capabilities compared to the ship’s
organic crew, she prefers non-competitive pastimes
While the XO finds such relaxation something of a (1st Lieutenant Kim is one of the few people aboard
challenge (along with socialization in general), his eye she enjoys playing chess with) and has a fondness
for detail and keen grasp of tactics express for omninet dramas.
themselves through a love for games of strategy, and
he remains the ship’s undisputed champion of the During combat, her demeanor becomes much more
Sparri card game Kapkat. focused and serious – a state the crew refer to as her
“game face.” Like all naval NHPs she’s more than
capable of effectively monitoring and coordinating
much of the Rio Grande’s various tactical systems,
including point defenses, electronic/systemic
countermeasures, and its complement of robotic
subalterns, while also lending strategic coordination
to the ship’s fighter and chassis wings and advising
Captain Farris during battle.
SECTION 0 // Introduction
[11]
STAFF SERGEANT UNION AMBASSADOR
OMARI GARCIA HE/HIM NILAN BANNERJEE THEY/THEM
It takes a special breed of person to be a marine lifer, Ambassadorial activities, including diplomatic
and Staff Sergeant Omari Garcia is a marine’s marine. negotiations with Diasporan states and recontact/
He’s tough, he’s stubborn, he’s fearless, and he reintegration missions, fall under the purview of the
proudly plays his part in the long-standing traditional Union Administrative Department, and the UAD’s
sibling rivalry between Union marines and their naval representative for the Cressidium mission is Nilan
mech pilot counterparts, always ready with a joke or Bannerjee. Where administrators are assigned to
a crack about “fancy suits” whenever a mech pilot single worlds or sectors, ambassadors travel wherever
starts getting a little too full of themselves (marine their skills are needed; as such, Bannerjee has seen
pilots are themselves only occasionally exempt from dozens of worlds in a life spent traveling the stars and
this). He is, however, fiercely loyal to everyone aboard bridging gaps between peoples and nations. Widely
his ship, and given the chance he’ll be the first one traveled as they are, recontact with a previously lost
into danger and the last one out of it. world considering Union membership isn’t something
that happens every day, and this momentous
A recipient of the Marine Distinguished Service Medal occasion will hinge upon their diplomatic prowess.
for his actions during the Pellaran Dispute, SSgt.
Garcia has been wounded many times in the course As befits their role, Ambassador Bannerjee is
of action and has seen his share of dead comrades, charming and pleasant to be around, with a dry
but although he often talks about retiring one day to sense of humor that grows more pronounced when
somewhere tropical he shows no signs of slowing they’ve been drinking. They speak numerous
down anytime soon. On those rare occasions he languages and dialects fluently without the need for
takes shore leave planetside he enjoys fishing, and dataplate translation, have an encyclopedic
he has an avid interest in antique firearms. knowledge of liquors and wines, and their poker face
is second to none – as several members of the Rio
Grande’s crew have discovered to their chagrin.
SECTION 0 // Introduction
[12]
INTRODUCTION
PREPARING FOR DEPLOYMENT
By default, PCs begin at LL0 with access to KNOWLEDGE IS POWER
all General Massive Systems (GMS) weapons The Chomolungma allows pilots to make extensive use of SCAN
and systems (Lancer, p. 118–121), as well as to learn critical information about their enemies during combat,
the GMS Everest Frame (Lancer, p. 122– including their HP, their heat levels, and any special weapons,
123), a solid, flexible all-rounder that can be systems, or traits they might have, which in turn allows them
customized to suit a variety of playstyles even and their teammates to better plan their turns. While a potent
at higher license levels. ability, frequent use of Scan can also add additional
overhead to games that you may wish to be mindful of.
This book also introduces a new Frame
available at LL0, the GMS Chomolungma. If you know that players will be using SCAN or other similar
This Controller chassis boasts enhanced abilities during combat, it helps to prepare NPC stats in a
electronic warfare capabilities, and is well- format that allows for quick sharing whenever those NPCs are
suited to players that want to focus on scanned. Also, keep in mind that if a target is Scanned
hacking and tech actions. Through Lancer’s multiple times it’s fine to simply provide only any relevant
online companion app, Comp/Con (COMPCON. information that may have changed since the last time (e.g.,
APP), you can also access a third LL0 Frame HP, HEAT, STRUCTURE DAMAGE, STRESS, etc).
introduced in the narrative campaign No
Room For a Wallflower, the GMS Players who use SCAN can also help alleviate some of this
Sagarmatha – a durable and resilient overhead by keeping track of gleaned information
Defender that can shield its allies from harm. themselves, such as by taking quick notes on a system’s
functions or an NPC’s HEAT CAP.
Several new talents are available for players
to choose as well: Demolitionist, which How open you wish to be with NPC information, with or
enhances a pilot's ability to make use of without SCAN, is up to you, but it’s important to note that two
grenades and mines, and Sysop, which pieces of information should always be available upon
enhances the Bolster action with additional request to players at all times: an NPC's class and any
defensive utilities. These can be found along templates they have (Lancer, p. 284). Players should always
with the Chomolungma in Appendix: New be able to find out, for example, whether an NPC is using the
Options (p. 44). GRUNT template before attacking them with powerful, limited-
use weapons, or whether the enemy leveling an automatic
weapon at them is an ASSAULT or an ARCHER.
SECTION 0 // Introduction
[13]
It’s another routine day like any other on this mission
MISSION 1: when it happens. The latest diplomatic summit has
been extended again as negotiations remain at an
impasse, and Ambassador Bannerjee has requested
THE DROP that Captain Farris join them down on the planet to
give a speech or two and meet with some of the
delegates in the hopes that a new face and fresh
perspective might help shift some attitudes. She’s
been down there for several days now, and the XO,
1st Lt. Kim, has command.
MISSION BEATS
This routine is suddenly upended as a shipwide alarm
COMBAT 1: IT’S NOT THE FALL THAT interrupts whatever the PCs are in the middle of, and
KILLS YOU… Rio, the shipboard NHP, issues a general
announcement:
BEAT 1: ON THE MOVE IN A MILITARY
MANNER “All hands to action stations. I repeat, all hands to
action stations. This is not a drill. Set condition 1-
COMBAT 2: LOOK BOTH WAYS Azure, ready away ships for debarkation. All marine
and pilot elements, report to your assigned flight
decks for briefing and assignment.”
BEAT 2: BROKEN SKY
The relaxed state aboard the ship dissolves in an
instant as everyone stops whatever they're doing and
COMBAT 3: DOWNPOUR hurries to their stations. In the case of the PCs, this is
one of the Rio Grande’s flight decks. Condition 1-
Azure, they know from their academy courses, is the
call for landing craft to prepare for deployment.
Whatever’s happening, it isn’t coming from space –
it’s on the planet below.
SECTION
MISSION
0 //1 Introduction
// The Drop
[15]
Standard orbit-to-surface deployment protocols would The ride is smooth at first: atmospheric insertion
be to ferry troops down to the surface in landing craft nominal, no anti-orbital defenses rising to greet you.
at designated operating bases for assignment and, in It’s all very textbook, straight out of the simulators. But
the case of pilots, chassis printing as required. At least the closer you get to the drop zone the hotter things
that’s how it’s supposed to happen, but right now the become, the pilots having to adjust their course to avoid
area of operation is too hot to risk a conventional greater concentrations of incoming fire. The ship jukes
landing and the clock is ticking fast. With the situation hard to narrowly avoid another incoming missile and for
on the ground growing more critical by the hour, the a moment you think you’re in the clear, then a blinding
XO has decided that a combat-ready strike force of beam of light suddenly lashes up from somewhere
mechanized chassis and marines will be fast-deployed down below and an explosion rips through the hull.
via dropships to secure the area, locate the captain
and the ambassador, and extract for pickup. “Shit! Starboard engine’s blown, stabilizers aren’t
responding! Mayday, mayday, this is Kingfisher 2-2!
Your squad has been selected to be a part of this We are going down, repeat, we are going–”
speartip. Your mechs are prepped and loaded
aboard the dropship, ready for deployment. Through The crash is sudden and violent, slamming you
your chassis’ camera feeds, strapped securely into around inside the cockpit of your chassis, but your
the cockpit, you watch as the hatches slide closed cockpit is also what saves you as the dropship hits
around you and the hangar airlocks open for launch. the ground hard with the sound of screeching metal.
From up here, Cressidium looks peaceful – a shim- What’s left of the dropship finally skids to a halt and
mering jewel hanging in space. just as suddenly it’s all over, leaving you reeling and
bruised. Your cockpit readouts blare with collision
“Ten seconds to drop.” alarms and your ears are ringing, but you’re all still
alive and your mech is still in one piece.
You take a breath as the pilot counts down. Inhale.
Exhale. Then your stomach lurches as the clamps With nothing but static on all frequencies, you can
disengage and the dropship’s thrusters kick into full assume that help isn’t coming. For now, you’re on
burn. your own. Time to get to work, pilot.
PRE-COMBAT PREPARATIONS
Some astute players may anticipate that a fight is
imminent and wish to preemptively fortify the area
using systems like mines or turrets. By default,
systems and abilities can’t be placed or switched
on before combat begins, as the actions required
to deploy or activate them are considered part of
the cost of utilizing them. If you wish to allow
players to begin a fight with a certain number of
pre-deployed or activated systems, this can be
handled either as special Reserves (Lancer, p. 52),
as a reward for succeeding at various narrative
challenges between combat encounters, or as part
of a special encounter where the players are given
the chance to prepare the battlefield in advance.
The objective for the PCs is to securely hold the The ultimate goal of the NPCs is to occupy the PDZ/
PDZ/OZ for six rounds. They can also succeed by OZ, so they won’t simply remain on the outside
destroying all enemy forces. If they fail, they will still shooting in, but neither will they recklessly charge
be able to continue on with the rest of the mission, without regard for cover, especially if the PCs have
but it will force them to hastily fall back to avoid powerful ranged weapons at their disposal.
being overrun.
The PYRO is a dangerous, resilient NPC that can VSAF C-60 KERBEROS (ASSAULT NPC)
protect allies with its FIREBREAK SHIELD and deal burn
damage over a wide area, synergizing with the burn
dealt by the HIVE. EXPLOSIVE JETS allows it to move
rapidly, keeping pace with faster units, but its
RECHARGE limit means you won’t always be able to
count on having access to it. Look for good
opportunities to use RECHARGE abilities while they’re
available, and have a plan for when they aren’t.
DETAILS GM TIPS
The PCs begin in the Player Deployment Zone The Escort sitrep relies on the PCs being able to
(PDZ) on the left side of the map, along with the move along with the objective, and the enemy forces
mission’s Objective, the bus. Enemy forces are arrayed against them in this combat are designed to
placed in their own Enemy Deployment Zone (EDZ), make it more difficult to advance forward. In combat,
situated between the players and the Extraction the ARCHER will start by staying close to its dug-in
Zone (EZ) at the other end of the map. The battlefield firing position and targeting PCs with SUPPRESS and
is strewn with pieces of cover from rubble and HAIL OF FIRE, but as they get closer it will fall back to
overturned vehicles, and the enemy forces have also new cover positions, including those created by the
created an improvised firing position within their BARRICADE. Not only can the BARRICADE create
deployment zone reinforced with cover and extruded additional areas of cover, but its GRAVITON LANCE will
polymer fortifications from a combat chassis with SLOW PCs, and DRAG DOWN makes even standard
mobile printing capabilities. movement a painful choice.
The goal of this encounter is to escort the bus to the The ENGINEER is a striker that deploys turrets that can
EZ and safely extract with it by the end of the eighth quickly grow to be an overwhelming force all on their
round. Failing to accomplish this will mean that the own if left uncontested. Up to six turrets can be
bus cannot safely reach the emergency shelters, and placed at a time, but they have to be placed adjacent
the PCs will be forced to leave it behind to continue to the ENGINEER, which restricts their deployment – at
on with their mission. least until it can use MOBILE TURRETS to reposition
them. The SENTINEL is a short-ranged Defender-role
The bus only moves when a character who started NPC that threatens with OVERWATCH and whose
their turn adjacent to it makes their standard move, at IMPALER can IMMOBILIZE any PCs that don’t respect it.
which point it moves along with them. As such, it’s You should look to position the Sentinel in such a
possible for PCs to “daisy chain” the bus forward by way that players who choose to simply run past it
moving it so it ends up next to another PC who risk triggering OVERWATCH, which it can use multiple
hasn’t taken their turn yet. This allows them to cover times in a round thanks to EYE OF MIDNIGHT.
ground quickly, but if the bus ever ends up adjacent
to characters from two opposing sides then it stops CATAPHRACTS are mobile strikers that can move
moving and can’t move again until only characters through enemy spaces without being forced to stop,
from one side are next to it. The Escort sitrep is allowing them to reach the back lines quickly. They
about teamwork, not just one PC being assigned to can also drag PCs away from the bus using abilities
The sun is setting by the time you finally reach the Through your screens you see Staff Sergeant
coordinates on your tac map, within Nov Elysia’s Garcia waving you over. “I see you hotshots took
industrial district. The sprawling complex is abuzz the scenic route, but it’s good to see you all the
with activity; people moving pallets of supplies from same. We’ve still got units scattered all over the
one area to another, squads of soldiers jogging by city, it’s a real hell of a mess. For right now, follow
on their way to rally points or returning from patrols, Vonna," he says, gesturing to the well-built woman
industrial cargo loaders trundling along with pre- standing nearby. "She’ll show you to the repair bay
fabricated fortification components to shore up and get your chassis squared away, and then after
perimeter defenses. that we’ll get some food in you. Welcome to FOB
Saber.”
As soon as you get within shooting distance, your
systems are bombarded with automated identifica- Forward Operating Base Saber isn’t an official
tion queries, and just as quickly your IFF codes are military base in the strictest sense. Instead, the
transmitted and authenticated. A dozen targeting Amanta Motors automotive factory has been hastily
warnings vanish off your sensors as the defenses put into service as an impromptu FOB for forces in
surrounding the base stand down, and for the first this part of the city to rally around, acting as a crucial
time since you landed on Cressidium you feel like staging and resupply point for the city’s defenders
you can relax, if only for a moment. and scattered Union forces.
DOWNTIME
[26]
DOWNTIME
In addition to the factory’s size and relative At any point during a FULL REPAIR, players are able to
defensibility, there’s another crucial reason why it was completely overhaul their mechs however they like,
chosen as an operating base: During the earlier swapping out weapons, systems, and FRAMES for any
negotiations, Ambassador Bannerjee had a single other options they have access to in any combination.
GMS schedule 1 printer delivered down to Nov Elysia
and brought to the factory to showcase its
capabilities to the delegates in attendance, EXOTIC GEAR
demonstrating the advances Union was offering as a In this particular case, the players don’t just level up;
benefit of membership. As a result, this is currently they also gain access to several pieces of EXOTIC GEAR,
the only schedule-tier printer on the entire planet. advanced systems 1st Lt. Kim has authorized for their
use during this mission. Weapons and systems with
Once the invasion began, both Union’s and the the EXOTIC GEAR tag represent tech that exists outside
factory’s engineers have had the printer running hot, the traditional licensing system and can be awarded
feeding it raw material and printing out additional for completing various missions and objectives.
fortifications to supplement the factory’s defenses as
well as spare mech parts, weapons, and ammunition. All examples of EXOTIC GEAR in this book are brand
While there are typically limits on the amount that can new systems, but you can also reward characters with
be printed at any one time, Union technicians have existing weapons and systems they don’t have already
been pushing it beyond its standard output have access to by applying this tag. For example, if a
thresholds at the risk of drastically shortening its character wants to take SHOCK KNIVES from the SSC
lifespan; these are desperate circumstances and they METALMARK but doesn’t have the licenses to use them,
call for desperate measures. The factory’s chief you can offer them that reward as EXOTIC GEAR instead.
engineer, Vonna Mayhew, was here when the attack
began and elected to stay behind to help rather than While EXOTIC GEAR is a great reward for running
evacuate to a shelter, and she’s currently overseeing missions, giving it out freely can rapidly increase
chassis repairs and rearmament with a mix of military PCs’ power levels as it gives them wider access to
and civilian engineers. gear or weapons than they would usually have at
their current LL.
In addition to performing a FULL REPAIR, each PC
levels up to LL1. This grants various benefits, XC-BR Battle Rifle
including the opportunity to purchase a license rank Main Rifle, AP, Exotic Gear, Overkill
of their choice (Lancer, p. 31). The printer’s omninet [Range 10][1d6 kinetic damage]
connection with the Rio Grande remains unaffected
by the jamming, and Rio informs the players that 1st On critical hit: Your target gains LOCK ON.
Lt. Kim has authorized (and prioritized) additional
loadout permissions for them, which can be printed Additionally, you may attack characters with LOCK
and equipped to their mechs as they undergo repair ON using this weapon as though it is RANGE 15.
and refit. This is the first opportunity that players will
have to begin customizing their mechs with non- The GMS MC-AR assault rifle currently in
GMS equipment, a major part of character use throughout Union’s forces and beyond
advancement in Lancer. is a time-tested and reliable design.
Rather than attempting to replace it
Reaching LL1 also grants PCs with a new talent outright, CentComm's Defense Logistics
rank, +1 to a mech skill point of their choice, +2 to Committee has put out a call for a
an existing pilot trigger or a new trigger at +2, and supplementary standardized battle rifle
their first point of GRIT (+1). GRIT is added to a system that can operate alongside the MC-
mech’s HP, SP, save target, and attack rolls, AR in mixed fireteams, or as a primary
making it a very important stat in both combat and weapon system for engaging heavily
mech construction. At this point, players still won’t armored opposition at longer ranges than
have access to FRAMES from any manufacturers other the MC-TR thermal rifle. The XC-BR uses
than GMS as those other only become available an advanced caseless electrochemical
when taking the second rank of a mech’s license (e.g. propellant design capable of firing
a rank II license in the IPS-N BLACKBEARD), but larger-caliber, armor-defeating rounds
between a new license rank, new talents, and while minimizing recoil along with an
additional mech skill points, the players should be integrated dynamic targeting system,
well on their way to personalizing their mechs to suit though the weapon is still plagued by
their own desired playstyles. intermittent heat issues that can
adversely affect performance.
DOWNTIME
[27]
ADJUTANT-Class Comp/Con Pattern-C Advanced Charges
3 SP, AI, Exotic Gear, Unique 3 SP, Exotic Gear, Limited 3, Unique
Your mech gains the AI tag and ACTIVE ASSIST. Expend a charge from this system for one of the
following effects:
Additionally, you may load one talent rank you
qualify for but do not have onto this system’s • Smart Grenade (Grenade, Range 5, Blast 1): All
ontologic bridge. You gain access to that talent hostile characters within the affected area must
while piloting your mech. If this system is pass a SYSTEMS save or take 1d6 energy
destroyed, neither this talent nor any systems or damage and gain LOCK ON. On a success, they
mech capabilities it grants can be used until it’s gain LOCK ON only.
repaired. You may choose a different talent rank • Lurker Mine (Mine, Burst 1): This mine does not
whenever you take a FULL REPAIR. detonate as normal. Instead, gain the SELECTIVE
DETONATION reaction, which can be performed
This system isn’t a full NHP and cannot enter once per deployed lurker mine.
cascade.
GMS’s latest intelligent munition system
A major cornerstone of GMS's advanced is a self-contained, multi-mode weapon
technology initiative is the planned designed to be easily deployable from a
development of a next-generation variety of chassis. Boasting advanced
companion/concierge system to replace the decision-making capabilities, each
standard EPIPHANY-Class C/C currently in drone-tier charge is capable of
use by Union pilots. For reasons both independent target selection and
practical as well as ethical, widespread interception, maintaining regular
dissemination of chassis-compatible C/C pilot-in-the-loop protocols to ensure
systems is currently being pushed by optimal detonation parameters.
Union CentComm over military NHP design,
and the ADJUTANT is the latest model to
be approved for limited field trials Selective Detonation
following First Contact Accords Reaction, 1/round per mine
compliance evaluation. Utilizing a new-
model ontologic bridge framework, Trigger: A character enters the lurker mine’s space
ADJUTANT allows for the use of selected or an adjacent space, or begins their turn there.
simulant/reflex architectures to be
uploaded to an engrammatic matrix for Effect: The mine detonates and affected
compatible pilot integration along both characters must pass an AGILITY save or take
first- and second-tier neural processes. 2d6 explosive damage. On a success, they
Long-term effects of repeated engrammatic take half damage.
synthesis are currently unknown, but
early feedback is promising with test
pilots reporting minimal difficulty
expressing previously unheld aptitudes.
Active Assist
Free Action
TAG: EXOTIC GEAR
1/scene, you may take a quick action of your EXOTIC GEAR: Once acquired, this system becomes
choice. This action cannot be an attack or a permanent part of the character, but does not
force any saves. increase their LL or count as a license rank for the
purposes of gaining core bonuses. If it is
destroyed or damaged, it can be repaired or
reprinted as any other gear with no penalty. EXOTIC
GEAR can only be installed or removed during a
FULL REPAIR, like any other gear. Characters may
install up to two pieces of gear with the EXOTIC
GEAR tag at a time, but can own any number of
pieces with the tag.
DOWNTIME
[28]
DOWNTIME
XC-DPM Predator Nexus FOB SABER ENCOUNTERS
Main Nexus, Accurate, Exotic Gear, Smart 1-2: “I need two units O neg! And you, grab that pad
[Range 10][1d6 kinetic damage] and put pressure on that wound!” Either because you
came across it while exploring or because you were
Attacks with this weapon ignore INVISIBLE. taken there for injuries of your own, you find yourself
in the base’s makeshift triage station just as a
One of GMS’s most advanced nexus weapons wounded soldier is hurriedly brought in. They’re
currently undergoing field-testing, the bleeding badly and medics are short in supply, so
XC-DPM Predator project is the direct you’re briefly drafted as an additional pair of hands –
descendant of the earlier MC-DHK Hunter- applying pressure to the wound, lifting and turning
Killer program, itself a joint venture them when told to, and fetching supplies as needed.
between the Advanced Projects Special Your hands and your uniform are bloody by the time
Research Agency and GMS engineers. The you’re done, but the soldier is stabilized and the
Predator nexus benefits from a medics send you on your way with a grateful nod.
comprehensive targeting and autonomy
upgrade, incorporating MD+ “Muse Drive” 3-4: Your quest for fresh air takes you to the roof of
smart weapon design. This system’s the main factory complex, where several soldiers in
heuristics, though declared Turing-Null, rain ponchos are stationed on lookout, scanning the
display startlingly advanced target perimeter through scopes. “You got a light?” one of
acquisition capabilities even when them asks as you wander close to get a better look
confronted with active countermeasures at the city in the distance. The cigarette smoke
that might otherwise confound traditional vanishes quickly in the rain that’s still coming down.
smart weapon platforms. “Man, take a look at this shit,” the lookout says
and hands his binoculars over for you to look
through. The city is illuminated in light-amplified
LOOKING AROUND greens that bloom white with distant explosions.
The PCs now also have an opportunity to explore FOB Gunfire pops and streaks streaks across the night
Saber, talk to some of the characters here (or among sky, and you can just make out dark mechanical
themselves), and participate in one downtime action shapes stalking between the buildings.
each (Lancer, p. 53–55). Downtime actions are ways
for PCs to begin long-term projects and acquire 5-6: Not being a proper military base, FOB Saber
RESERVES – special supplies and advantages that can doesn’t really have a mess hall, but a cafeteria for the
be utilized during the upcoming mission. Even in an ad factory workers is the next best thing. A mix of
hoc military base in the middle of an active war zone, soldiers and civilians have set up shop in the
there’s always a way for creative and determined pilots kitchens, and as you make your way down there in
to get a damn drink. search of something to eat you can smell the
unfamiliar but appetizing scents of food you’ve never
If the players successfully destroyed the RAINMAKER had before. Even though most of it is frozen and pre-
during COMBAT 03: DOWNPOUR, the mood at the base is packaged fare, it’s still a step up from MREs, and
optimistic. Further Union forces arrive throughout the some enterprising cooks have even whipped up a
evening, able to land in relative safety thanks to the local stew of some sort (or as close an approximation
actions of the PCs. If they weren’t able to neutralize as they can manage given the circumstances). Most
the missile battery, the mood is much more somber. importantly, they have plenty of coffee.
Reinforcements arrive more slowly and with more
casualties, and the base’s medics work tirelessly 7-8: “Come to check up on ‘er, huh? Don’t worry,
through the night tending to the wounded. Either way, she’ll be good as new. Hell, these mechs of yours
the sounds of combat continue to be heard across the practically build themselves.” Vonna Mayhew
city, from the staccato report of gunfire to the doesn’t seem to mind the company in the
occasional thunderclap of explosions in the distance. engineering bay where your mech is being gone
over by technicians. The temperature in here is
During this downtime period, the PCs can also explore sweltering thanks to the printer running far beyond
FOB Saber and converse with NPCs if they wish. You normal tolerances, and it’s hard to say whether it’s
can have each PC roll on the table below to find out better or worse than being out in the rain. Vonna’s
what sorts of things they encounter while attending to happy to let you pitch in if you prefer giving your mech
their own business, or you can choose results off the a personal tune-up, and over the din of machinery
table if you feel particular encounters would be she’s happy to tell you about Nov Elysia and what it’s
appropriate. like when there isn’t a war on, including her favorite
bar and a restaurant she recommends you try.
DOWNTIME
[29]
9-10: “Wow, you guys are really Union, huh? Gotta be 15-16: Your wanderings have taken you into the
honest, I didn’t think you actually existed. Y’know, factory’s administrative wing, which seems to have
not anymore.” Private Regas is wired on stims, been put to use as an impromptu civilian shelter. You
scared from his first taste of real combat, and excited see clusters of people sitting on the floor or borrowed
to meet people hailing from a vast galactic polity that office chairs, tired and scared. Some are listening to
local history books suggest had probably dissolved music or reading, some talking quietly, some
after the fall of SecComm. He’s also unsure exactly fruitlessly trying to find a broadcast that isn’t
where he’s supposed to be reporting, as he was drowned in endless static. One of them, a woman
separated from his unit and made his way to FOB named Zoe, approaches as she sees you and asks if
Saber on his own. He clings to you, peppering you you’re one of the “soldiers from the ship” and if you
with questions, eager to hear of your own exploits can help her round up some additional supplies for
(even though this may be your first mission as well), their group. Extra blankets, painkillers, and bottled
and he’d be extremely grateful if you could help get water would be appreciated. You can tell she’s
him squared away. exhausted, but she’s holding it together. She has to.
People are counting on her.
11-12: It isn’t thunder that rolls through the base,
causing everyone to freeze before running off to 17-18: “Hey! Hey Union, c’mere! We need an
ready stations – it’s an explosion. Alarms go out impartial third party for this.” A group of LSA soldiers
across the complex, the orders going out over local engaged in a heated debate call you over, telling you
comms fuzzy and distorted from the jamming they need an outside perspective to help resolve an
blanketing the city. But your mech is still being argument about – as best you can tell – whose
repaired, not yet ready to sortie. Tired and tense, the partner is the cutest. You’re shown an assortment of
defenders make ready for hostile contact...that never pictures and videos on slates, regaled with stories
comes. It seems to take forever for the recon unit to and anecdotes, all in an attempt to sway your opinion
report back that they’ve found the blast site, but no one way or the other. The in-jokes fly fast and thick
sign of the enemy. Was it an errant artillery shell? A along with cultural references you have no context
missile that went off target? It’s impossible to say. for, though it feels unerringly similar to arguments you
The all-clear is sounded, the alarm silenced, and witnessed (and maybe even participated in) during
everyone warily returns to their duties. your academy days. No consensus is ever reached,
and things eventually turn, as they so often do, to
13-14: “About time you showed up!” It’s Naia arm wrestling.
Reynaud, another chassis pilot from the Rio Grande.
They’re in a pretty good mood for someone who’s 19-20: You aren’t sure where the cat came from.
newly missing an arm, though with modern medical Nobody seems to be looking for a lost pet, so maybe
technology being what it is, a biological or cybernetic it wandered into the base looking to get out of the
replacement will take care of that easily enough. She rain and away from the fighting, but wherever it came
wants to hear all about your trek here, and she’s got from it seems to have taken a liking to you. It meows
some stories of her own to share. Her dropship energetically and trots alongside you as you go,
managed to circle around the thickest anti-air and rubbing against you and pawing at your leg for
touched down safe, but her squad was soon attention whenever you stop. It’s a good conversation
ambushed by Sovereignty forces packing some sort starter at the very least, and hey, when’s the last time
of beam weapon, which is what cost her the arm. you petted a cat anyway? Whenever an explosion
“They must have been spec ops. It was like they rumbles in the distance it freezes for a moment and
were hunting for something. One of ‘em just vanished then moves even closer to you for protection, and
into thin air when we returned fire, real freaky shit. when you eventually settle in to grab some sleep it
Watch yourself out there, yeah?” curls up on top of you, purring contentedly.
DOWNTIME
[30]
ROLL D20
RESERVES
DOWNTIME
If your players want to gain specific items or material rewards from their downtime actions, you can use the core
book’s lists of RESERVES (Lancer, p. 50–52), this list, or improvise your own. Some RESERVES on this list have effects
that will last for the duration of the upcoming mission as well as additional effects that can be activated.
These have their own durations, noted in their descriptions.
1-2 Up- It’s a simple and straightforward battlefield modification to affix additional plating to a
Armoring chassis’ exterior. Your mech gains +1 ARMOR for the duration of the next mission (to a
maximum of 4), and you start the next combat with +5 OVERSHIELD.
3-4 Hot-Load Adding this much additional power to a weapon’s ammunition is generally not sanctioned,
Ammunition but it is effective. You can spend this reserve to empower your weapons. The next
successful ranged or melee attack you make can’t have its damage reduced in any way,
and the target must pass a HULL save or be knocked PRONE. This effect ends when you hit
with a ranged or melee attack roll, or at the end of the scene.
5-6 Recon With the intense signal jamming blanketing the city, these high-ceiling, long-loiter drones
Drone provide some of the best intel a pilot is likely to get. At the start of each combat, choose a
single hostile character within RANGE 50 and SCAN them. This does not require line of sight.
7-8 Sniper Team LSA ground forces and Union marines are getting a crash-course in joint operations on this
mission, and nothing builds teamwork like target shooting. You can spend this reserve at
the start of any combat to call upon a nearby sniper team to provide you with fire support.
For the rest of the scene, each time you take the LOCK ON QUICK TECH action, your target
takes 2 AP kinetic damage.
9-10 LOOKING- This head-mounted sensor add-on is capable of defeating even advanced thermal/optic/
GLASS systemic camouflage systems, though it can only operate at that level of intensity for a
Overlay short duration before burning out. You can spend this reserve during any combat to activate
the sensors. For the rest of the scene you ignore soft cover and ignore INVISIBLE for
characters within RANGE 3. Hostile characters within RANGE 3 can’t become HIDDEN, though
they remain HIDDEN if they were already.
11-12 Leg Enhan- Mechs are already built to navigate uneven terrain, but joint and servo reinforcements can
cements make a good thing even better. Your mech ignores difficult terrain for the duration of the
upcoming mission. Additionally, once during the mission you can spend this reserve to ignore
SLOWED or IMMOBILIZED received from a hostile source, negating the condition as it happens.
13-14 High- The LSA uses these externally mounted flight units for rapid assault and air-drop
Mobility operations, and the schematics are easy enough to modify and print to GMS standard. You
Pack can spend this reserve at the start of any combat to count any and all of your movement as
flying for the rest of that scene. Additionally, you may deploy yourself anywhere on the map
after all other characters (PCs and NPCs) have deployed.
15-16 Golden 1st Lt. Kim is only authorized to distribute so many limited-access licenses, but a little off-
Ticket the-books code-cloning by Rio can help stretch those licenses a bit further. You gain a
piece of EXOTIC GEAR from those listed on p. 25-26.
17-18 Personal It looks like Vonna’s taken a shine to you, or at the very least taken a shine to your chassis.
Touch Your mech gains a free CUSTOM PAINT JOB for the duration of the next mission, and you can
also spend this reserve to gain +1 ACCURACY on all mech skill checks and saves during a
combat of your choice.
19-20 Return to Using a captured artillery shell as a chassis-deployed improvised explosive device is
Sender incredibly unwise, but it’s probably not the worst decision a pilot’s ever made. Your mech is
equipped with a powerful, single-use explosive. 1/mission, you can create a BLAST 2
explosion within RANGE 3 as a quick action. Affected characters must pass an AGILITY save or
take 3d6 explosive damage, or half damage on a success. Objects, cover, and terrain within
the area automatically take 30 AP explosive damage. Only one PC can have this reserve at a
time; anyone rolling this result again picks another reserve of their choice from this list.
[31]
MISSION 2: BRIEFING
Eventually the PCs manage to grab some sleep, but
the sun has barely started to rise by the time they’re
DAYBREAK woken up again. The rain has finally stopped, and the
base buzzes with activity. Messages have been
arriving by courier that LSA reinforcements have
started arriving and massing just outside Nov Elysia
in preparation for a coordinated push to take and
secure the city’s central district from Sovereignty
MISSION BEATS forces. With the district back under their control,
locating the captain and the ambassador should
COMBAT 4: CLEAR THE AIR follow shortly
MISSION 2 // Daybreak
[33]
GM TIPS
COMBAT 4 This encounter introduces several important NPC
concepts, beginning with dedicated tech attackers.
CLEAR THE AIR The MIRAGE and WITCH are powerful support and
control units whose tech attacks can disrupt
opponents while also applying heat to them, making
SITREP: Control (Lancer, p. 268) it more risky for PCs to use weapons, systems, or
abilities that cost heat and pushing them closer to
ENEMY FORCES taking reactor STRESS. Remember that tech attacks still
FOR 3 PCS: 1x ACE (Bombing Bay) require line of sight, but they ignore all cover penalties.
1x BREACHER (Superior Ram, Follower
Count) The WITCH has a number of potent abilities at its
1x DEMOLISHER (Kinetic Compensation, disposal, including BLIND and PREDATORY LOGIC;
Concussion Missiles) however, keep in mind that PREDATORY LOGIC can’t be
1x VETERAN MIRAGE (+1 ACCURACY to used to fire SUPERHEAVY weapons as those require the
HULL checks/saves, Manifest False use of the BARRAGE action unless specified otherwise.
Idols, Viper’s Speed) Additionally, its CHAIN ability is useful for making it harder
1x WITCH (Chain) for the PCs to move across the map towards the OZs.
FOR 4 PCS: +1x ASSASSIN (Spinning Kick, Cloud
Projector) The MIRAGE, by contrast, focuses more on helping its
FOR 5 PCS: DEMOLISHER: Add VETERAN template, allies reposition thanks to its sensor-glitching teleport
+1 ACCURACY to HULL checks/saves, abilities, which let it shuffle other NPCs around the map.
and LIMITLESS trait. The most notable of these allies is the slow but hard-
ASSASSIN: Add ELITE template and hitting DEMOLISHER. The DEMOLISHER is slow to maneuver,
EXPLOSIVE KNIVES system. but very hard to dislodge from objectives thanks to its
large size and HEAVY FRAME trait, and its DEMOLITION
HAMMER hits extremely hard. The MIRAGE can reposition
DETAILS the DEMOLISHER to where it can do the most damage
The PCs begin in the Player Deployment Zone (as teleportation isn't affected by HEAVY FRAME),
(PDZ) along the bottom of the map, and the NPCs including right into the middle of the PCs, who may
begin in the Enemy Deployment Zone (EDZ) along be unprepared for it to close the distance so quickly.
the top. Some NPCs may be held in reserve as
reinforcements if you wish, entering play at the start The MIRAGE’s DATAVEIL makes it (or another NPC it
of any round from the EDZ. Between the two forces transfers the ability to) permanently INVISIBLE. If the
are four Objective Zones (OZs). This combat takes MIRAGE gives DATAVEIL to an ally, it becomes
place in an area dominated by tall buildings that can significantly more vulnerable itself, which can provide
be climbed or ascended using flight systems. the PCs with an opportunity to take it down, so care
should be taken when choosing who should benefit
The PCs’ primary objective in this combat is to secure from this potent defensive ability.
control of the area by scoring as many points as
possible. Points are scored by holding the four OZs. This combat also introduces flying NPCs. The ACE is
At the end of each round, each side scores 1 point for a fast and hard-to-hit aerial striker that can go
each OZ that contains only units from its side, with wherever it needs to, launching missiles and dropping
an additional +1 point if they control all four zones. If bombs on targets below. Despite its low HP, its high
characters from both sides occupy an OZ, it is EVASION and BARREL ROLL ability can make it difficult
contested and neither side scores a point. This combat to shoot down. That said, if the PCs lack any
lasts for six rounds, with final scores tallied at the end. significant ranged damage capabilities – if they’re
more equipped for CQB and melee, for example –
you may wish to swap out the ACE for an ASSAULT
(MICRO-MISSILE BARRAGE) to prevent frustration at
being unable to reach it from the ground.
MISSION 2 // Daybreak
[34]
MISSION 2: DAYBREAK
There are two other new NPCs introduced in this fight: OUTCOME
the ASSASSIN and the BREACHER. While the ASSASSIN PC VICTORY
isn’t capable of the same degree of flight as the ACE, If the PCs have the highest score at the end of the
its KAI BIOPLATING trait makes it incredibly sixth round (or are tied), they successfully hold the
maneuverable, capable of climbing at full speed and area long enough for Rio’s code-spike to upload itself
leaping over gaps with ease, which gives it an to the transmitter. Within moments, the viral payload
advantage in encounters featuring vertical terrain and spreads throughout the network, disabling it and
pitfalls that other units would struggle to navigate. finally lifting the jamming signal across Nov Elysia.
LEAP does grant it flight, if only in short bursts, and its Analysis of both the jamming transmitters and the
HEATED BLADE not only gains increased damage when downed Sovereignty e-war rigs gives one PC a
it targets enemies it knocks PRONE itself, but also when hastily-compiled wideband spoofing program that
used against enemies that have been Stunned by the can be activated to blind enemy sensors. As a
DEMOLISHER. SPINNING KICK can also be used to force protocol, they or an allied character of their choice
PCs away from Control Zones or off of rooftops. becomes INVISIBLE until the end of that character’s
Remember that once the ASSASSIN’S MARK trait is used next turn. This program can be used once before
on someone that it can’t be reapplied until that burning out.
marked target is destroyed, so choose it with care.
PC DEFEAT
The BREACHER, meanwhile, doesn’t fly but instead Failure is not an option here; without those jammers
smashes through obstructions, meaning it can take taken offline, any push on the central district is bound
unexpected flanking paths through the buildings and to grind to a standstill, and with every passing hour
cover throughout the map. Its DUAL SHOTGUNS are the chances of recovering the ambassador and the
inaccurate but hard-hitting, benefitting when they captain grow less likely. Pinned down by enemy fire,
target PRONE enemies and those with lower EVASION. the PCs have one last shot at uploading the program
BREACH RAM allows it to move through obstructions before they’re forced to retreat, but to do so one of
and knock characters PRONE, augmented by SUPERIOR them will have to spend their Core Power in order to
RAM, but with its strict RECHARGE limit you should plan force the broadcast through. If, somehow, no PC has
around only being able to use it infrequently. Its any unspent Core Power, then they'll instead have to
FOLLOWER COUNT ability allows it to mark a specific take 1 STRESS (this does not cause an overheating
target, gaining additional mobility towards them as check). The network comes down, but not before
well as greater accuracy with its attacks against further friendly casualties are incurred in those
them, compensating for the DUAL SHOTGUNS’ inherent chaotic moments between the main assault
inaccuracy. beginning and the jamming finally clearing for good.
MISSION 2 // Daybreak
[35]
BEAT 3
BOOTLEG PLAY
As soon as the jammer network goes offline, Sure enough, a Union dropship roars overhead a few
everything’s quiet for a moment, and then a seconds later and touches down, the hatches
cacophony of voices pushes past the fading static as opening to allow the PCs’ mechs to clamber aboard
signals can finally get through. before it quickly takes off again, moving full speed
toward the captain’s signal. Despite the hurried
–shit, we’ve got a man down– nature of the airlift, the PCs are still able to rest and
quickly patch up their mechs while en route. In the air
–contact left, contact left– for the first time since their rough landing the day
before, they now have a much clearer view of the
–can hear you loud and clear– destruction throughout the city, but they can also see
LSA forces steadily pushing the Sovereignty back.
–immediate fire mission, danger close–
Nov Elysia is a coastal city with a number of major
–need suppression on that building– ports, towards one of which the signal is heading.
Through cameras, viewscreens, or open hatches, the
–systems back online– port facility soon comes into view, with warehouses
and stacked rows of shipping containers spread out
It takes another moment for clear comms channels to beneath the dropship. As they close in on the signal,
be established, but once they are the PCs can listen the PCs start to see how the Sovereignty was able to
in as the LSA reinforcements, bolstered by Union deploy forces to Nov Elysia in such numbers without
forces, continue their advance on the central district. being detected – as they watch, a stealth submarine
With the jamming out of the picture the advantage is carrier breaches the surface up ahead. From their
now theirs, and their coordinated push is driving vantage point, they can also see Captain Farris and
Sovereignty forces into a retreat. Ambassador Bannerjee being forcibly marched
toward the sub. It seems that the Sovereignty, no
From here, the PCs receive orders from the Rio longer able to hold the city, is attempting to execute
Grande to rendezvous with the main fighting force, a withdrawal with a pair of valuable prisoners in tow.
but they don’t have a chance to travel far before an
unfamiliar voice cuts in over comms: The PCs don’t have a moment to lose. By the time
they deploy from the dropship the captain and
“This is Sergeant Callas to, ah, Union command ambassador are already aboard the sub, which
vessel. My squad has just secured the Hall of means they’ll need to disable it before it can
Consuls and we have no sign of either principal submerge and escape. But the Sovereignty doesn’t
here. We’re checking with all defense shelters in the plan to give up the ship lightly, and enemy units begin
area to see if they were evacuated to one of them, deploying from the submarine’s launch decks and
but so far we’ve heard nothing–” moving to engage...
MISSION 2 // Daybreak
[36]
MISSION 2: DAYBREAK
COMBAT 5
LEVIATHAN
SITREP: Gauntlet (Lancer, p. 271) The route to the submarine is heavily protected by
various pieces of cover – a mix of shipping
ENEMY FORCES containers and deployed barriers, some of which are
FOR 3 PCS: 1x BARRICADE (Drag Down, Hunger/ big enough to block line of sight along the way. The
Pursuit Limpets) submarine itself is surrounded by water. Anyone, PC
1x HORNET (Umbral Interdiction) or NPC, who falls into the water counts as being
1x PYRO (Siege Armor, Explosive Jet) PRONE until they leave the water. Attacks against
1x SCOURER (Supercharged) PRONE characters gain +1 ACCURACY, plus the
1x SCOUT (Dataveil, Orbital Strike) characters are SLOWED and they move as if in difficult
1x SNIPER (Moving Target, Shroud terrain. Characters with propulsion or flight systems,
Charge) including things like EVA modules and jump jets
FOR 4 PCS: BARRICADE: Add ELITE template and (Lancer, p. 121), aren’t affected by this and instead
TITAN-SNARE DRONE system. treat the water as normal terrain.
PYRO: Add VETERAN template, +1
ACCURACY to HULL checks/saves, and
ACROBAT trait. REINFORCEMENTS
SCOUT: Add COMMANDER template and There are also four Ingress Zones (IZs) arrayed
QUICK MARCH trait. around the map from which reinforcements can
FOR 5 PCS: +2x ASSAULT GRUNTS choose to enter. At the end of the first round, all
+2x SENTINEL GRUNTS enemy reinforcements pick a single IZ and arrive all
at once, entering as a group rather than one at a time.
DETAILS
The PCs begin this combat in the Player GM TIPS
Deployment Zone (PDZ) at the far end of the pier, The group reinforcement is one of the key features of
arranged however they like. Half of the enemy forces the GAUNTLET sitrep, allowing you to choose where
are deployed to the Enemy Deployment Zone/ best to deploy your forces to make the approach to
Objective Zone (EDZ/OZ) – the top deck of the the EDZ/OZ most difficult. You could choose to
submarine carrier, which is already making deploy them to an IZ closer to the objective, or to a
preparations to dive. The other half of the NPC forces zone that the PCs have moved close beside or even
are held as reinforcements. moved past in order to catch them in a flanking
attack. The way you distribute your forces is also
The goal of this combat is for the PCs to occupy and significant. By default, the BARRICADE, SCOUT, and
control the EDZ/OZ. At the end of the eighth round, if SNIPER will be deployed to the EDZ/OZ, leaving the
there are more PCs inside the EDZ/OZ than enemy HORNET, PYRO, and SCOURER to serve as
characters, the PCs will have secured the submarine reinforcements. Should the ASSAULT and SENTINEL
long enough to prevent it from diving, allowing them GRUNTS come into play, you can either have the
to rescue the VIPs. Each PC and normal NPC counts ASSAULTS deploy within the EDZ/OZ while the
as a single character for the purpose of scoring SENTINELS come in with reinforcements, or assign all
(except for DRONES, which don’t count at all), but of them to one of the two groups.
some NPC templates change this: ELITES count as 2
characters, for example, while Grunts only count as This combat introduces several new NPC classes:
1/4. Although they don’t count for much, even a the HORNET, the SCOURER, the SCOUT, and the SNIPER.
single GRUNT can tip the scale in favor of the enemy. The HORNET is a fast-flying, disruptive controller that
can shut down the PCs’ ability to attack using IMPALE
SYSTEMS and UMBRAL INTERDICTION. HORNETS have
extremely high EVASION but low E-DEFENSE, meaning
they can be hacked and targeted with SMART
weapons more easily, and RELIABLE weapons can
whittle them down in short order.
MISSION 2 // Daybreak
[37]
The SCOURER is a hard-hitting, single-target striker OUTCOME
that wants to attack the same target repeatedly to PC VICTORY
activate its FOCUS DOWN trait. Its weapon gives itself If there are more PCs in the EDZ/OZ than NPCs at
heat and it overheats easily, though its COOLING the end of the eighth round, they will have secured
MODULE can help with that if it's allowed to remain in the submarine. There are several possible outcomes
place without moving. Remember that regular NPCs depending on whether or not you want to continue
won’t melt down if pushed past their HEAT CAP, they exploring the narrative of Cressidium and the Vestan
simply become EXPOSED until they STABILIZE. This Sovereignty or simply treat this set of missions as
means a SCOURER can continue to act and even something more self-contained. If you want to wrap
attack when above its HEAT CAP, though it’ll take things up more conclusively, then the PCs halt the
double damage from most attacks. submarine’s departure and are able to successfully
extract both Captain Farris and Ambassador
The SCOUT and SNIPER work well as both solo Bannerjee. If you want to leave things more open-
operators and together as a team. The SCOUT is a ended for further missions on Cressidium, you might
support-role NPC whose MARKER RIFLE deals no instead choose to have the PCs successfully rescue
damage but gives targets LOCK ON, denies them the one of the two, while the other is evacuated ahead of
benefits of INVISIBLE or HIDDEN, and forces them to the PCs on an underwater escape shuttle along with
become SHREDDED as long as they have LOCK ON. several of the submarine’s command staff.
SHREDDED characters don’t benefit from ARMOR or
RESISTANCE, such as that granted by BRACE, which PC DEFEAT
means the SNIPER’s ANTI-MATERIEL RIFLE will be able to If the PCs fail to secure the submarine in time, then it
deal its full damage on a hit. The SCOUT also has dives beneath the water with both the captain and
DATAVEIL, similar to the MIRAGE from the last combat, the ambassador aboard. Even with the jammers
allowing it to give itself or allies INVISIBLE, and has a neutralized, the submarine’s stealth capabilities are
powerful ORBITAL BOMBARDMENT ability with which it enough to allow it to swiftly vanish from sensors as it
can target the battlefield (in this case, directing retreats with its prisoners in tow. Where things go
missiles launched from the submarine). from here are up to you.
MISSION 2 // Daybreak
[38]
MISSION 2: DAYBREAK
BEAT 4
NEMESIS PYRE
The PCs only get a brief respite, but they should still be into the sky, and the dropship veers off sharply to
given the opportunity to rest and repair their mechs. avoid both the explosions and whatever it was that
Running multiple combats in a row without a rest is caused them. The extracted VIPs, should they have
something that should usually only be done if the been rescued during the last encounter, run to cover
players are aware that its likely to occur in advance. before the spreading fire cuts them off from the PCs.
With the submarine having been dealt with (or having Through the flames and heat-haze shimmering
fled), all that’s left for the PCs to do now is await their above flash-molten metal, you catch a brief glimpse
own extraction. One way or another, the tide in Nov of a mech just as it disappears with a crack of
Elysia has turned, in no small part thanks to their displaced air, reappearing elsewhere a second later.
actions. It’s only natural, then, that those actions The design is clearly Vestan, but it looks more
have earned them unwanted and hostile attention. advanced than the others you've faced so far –
sleek, menacing, and bristling with weapons.
As the dropship that ferried the PCs here circles back
to pick them up at a suitable landing zone not too far As the mech stares you down, you hear a cold
from the pier, a searing beam of light splits the air voice crackle over your comms. “Your interference
beside the PCs and lances through buildings and ends now. Burn it all down,” the voice says as more
shipping containers without pause, carving a hostile contacts move into position, fire beginning
glowing, molten path in its wake. The detonation of to spread across the docks, “no survivors.”
several ruptured fuel tanks sends enormous fireballs
COMBAT 6
WAKE THE FURIES
SITREP: n/a DETAILS
The PCs begin this final battle of the mission in the
ENEMY FORCES Player Deployment Zone (PDZ), while the enemy
FOR 3 PCS: 1x HIVE (Driving Swarm) mechs deploy anywhere within the Enemy
1x ULTRA OPERATOR (Operator options: Deployment Zone (EDZ). There are also four
Fade Generator, Telefrag, Nova Ingress Zones (IZs) similar to the last combat, from
Missiles; Ultra options: Short-Cycle which enemy reinforcements enter throughout the
Lance, Limitless) course of this fight.
1x PYRO (Explosive Jet)
FOR 4 PCS: HIVE: Add ELITE template and MOTILE Should the PCs SCAN the OPERATOR, they can choose
SWARM trait. to discover some information about its pilot, Colonel
FOR 5 PCS: OPERATOR: Add COMMANDER template Sorvan Kiros of Vestan Special Operations Unit 33
and QUICK MARCH trait. – also known as the Furies. Apparently he was
PYRO: Add VETERAN template, +1 responsible for orchestrating several key elements of
ACCURACY to HULL checks/saves, and the attack on Nov Elysia and has been active
LEGENDARY trait. throughout the city during the invasion, leading his
unit in various missions of their own. Files pulled from
REINFORCEMENTS his systems also make repeated references to
Up to 4x Hornet, Scourer, and Sentinel Grunts (no something called TARTARUS.
more than 2x of any one class; see below for details).
MISSION 2 // Daybreak
[39]
Placed around the map are a number of fuel tanks, across the battlefield in order to line up
which can explode when damaged (or automatically advantageous shots with its RAPTOR PLASMA RIFLE.
if Kiros’s SHORT-CYCLE LANCE is turned upon them), Teleportation doesn’t require line of sight, which
similar to the overturned cars from COMBAT 02: LOOK allows the OPERATOR to relocate behind obstructions
BOTH WAYS (p. 19). These are SIZE 1 objects with that block line of sight in order to kite enemies, and
EVASION 5, E-DEFENSE 5, and they explode with a its NOVA MISSILES have SEEKING, which allows it to
BURST 1 area upon taking any damage or heat. All attack while ignoring line of sight itself. The OPERATOR
characters within the affected area must pass an can also perform a powerful BARRAGE using both its
AGILITY save or take 2d6 explosive damage, taking plasma rifle and missiles together if it happens to
half damage on a success. The affected area then have its targets lined up where it wants them.
becomes a patch of burning fuel that counts as
dangerous terrain. Characters who end their turn in One of the ULTRA options carried by Col. Kiros is the
this terrain or move into it for the first time in a round devastating SHORT-CYCLE LANCE, a system that can
must pass an ENGINEERING check or take 5 burn. Any annihilate objects and deal structure damage to any
cargo containers that are within the affected area are PCs unfortunate enough to be caught in its path. A
completely destroyed, removing them from the map. number of scattered shipping containers line the map,
and while these are too large for the lance to annihilate
The goal of this fight is simply to destroy the enemy completely, it will carve holes through them, which can
forces and survive. Once destroyed, Col. Kiros self- open up new sightlines and passages. LIMITLESS
immolates in a gout of plasma, leaving nothing behind allows Kiros to OVERCHARGE and take additional
but slag and smoldering ash, and after his destruction actions during his turn as well, though it does risk
no further reinforcements will deploy into the fight. getting closer to his HEAT CAP with every use.
REINFORCEMENTS OUTCOME
The attackers are also accompanied by reinforcements. PC VICTORY
These reinforcements are GRUNTS drawn from the With Col. Kiros and his lieutenants defeated, the
HORNET, SCOURER, and SENTINEL NPC classes. At the remaining Vestan strike forces retreat or surrender.
start of the second round, and at the start of any round Rescue teams are able to clear a path through the
thereafter, you may deploy up to 2 GRUNTS however raging fire, and the PCs are finally able to safely
you like among the IZs, up to a maximum of 4 extract aboard a dropship along with those they
throughout the combat. No more than 2 GRUNTS can rescued.
be of the same class; if you’ve already brought a pair
of HORNET GRUNTS onto the field, you need to choose In addition to any files they pulled from Col. Kiros’s
other classes for subsequent reinforcements. mech prior to its self-destruction, combat data
gathered during the fight concerning its weapons
systems are flagged for further analysis, and
GM TIPS following rapid prototyping one of the PCs is selected
This encounter introduces the ULTRA template, a to participate in field-testing of a chassis-portable
powerful upgrade that can turn a single NPC into a MINIATURIZED LINAC COHERENT BEAM CANNON, granted
significant threat all on its own. ULTRAS have as a piece of EXOTIC GEAR.
significantly more STRUCTURE and STRESS than even
ELITES or VETERANS, being on par with PC mechs in PC DEFEAT
terms of resilience, and they have a wide variety of If the players rescued Captain Farris and
additional capabilities and optional systems at their Ambassador Bannerjee during the last beat, then
disposal. Like ELITES, ULTRAS take additional turns defeat here means that they’re lost. This could mean
each round – two turns per round by default, that they’ve been killed, or it could mean that Col.
increasing to three per round when fighting 5+ PCs. Kiros has recaptured them once more; in either case,
They also regain expended reactions each turn, the PCs have failed to secure the VIPs.
automatically clear conditions from themselves, and
more. ULTRAS tend to form the centerpieces of battles, The PCs themselves are also in danger of being killed
though they benefit from having allies who can assist until timely reinforcements arrive, dropships flying
them and draw fire away from them as needed. overhead and strafing the Vestan mechs with gunfire.
With a parting look, Kiros and his men retreat into the
The OPERATOR, Col. Kiros’s class, is a highly mobile flames and vanish from sight. Rescue teams clear a
enemy type that utilizes precision weapons from a path through the fire shortly thereafter to pull out
distance. Unlike the SNIPER, the OPERATOR likes to whoever remains.
remain mobile and has several ways to teleport
MISSION 2 // Daybreak
[40]
MISSION 2: DAYBREAK
Miniaturized LinAc Coherent VSAF EX-101 NEMESIS (OPERATOR NPC)
Beam Cannon
1 SP, Exotic Gear, Unique, Full Action
LinAc CBC
Active (1CP), Full Action
MISSION 2 // Daybreak
[41]
AFTER-ACTION REPORT:
OPERATION SOLSTICE RAIN
With the jammers neutralized and LSA
reinforcements continuing to push Sovereignty forces WHAT COMES NEXT
out of the city, the battle of Nov Elysia soon comes to Operation Solstice Rain ends here, but that doesn’t
an end. Sporadic pockets of Sovereignty resistance necessarily mean that the PCs’ time on Cressidium
left behind during the retreat will be mopped up in the has to end with it. While you can elect to move on to
days to come. For now the battle is over, though new locations and new missions from here, the
what has happened here may simply be the opening conflict between the LSA and the Vestan Sovereignty
salvo in a much greater war. remains a crisis sufficient to serve as the basis for an
ongoing campaign, especially if either Captain Farris
Whether the PCs ultimately succeeded or failed in or Ambassador Bannerjee remain prisoners of the
their mission, they’ve gone through a trial by fire and Sovereignty; Union won’t simply leave them to their
come out the other side largely intact, an impressive fate, and the PCs may find themselves called upon to
first outing for any untested squad of pilots. War is finish what they started.
never bloodless, nor is it kind, and sometimes survival
is the best anyone can hope for. In the aftermath will Should you decide to continue exploring the story of
come medical treatment, debriefings, and well-earned Cressidium, here are some questions that can serve
sleep, along with celebration and congratulations if as potential plot hooks to explore in future missions:
the mission was a success or solemn drinks and
commiserations if it wasn’t. Deservedly or not, the • Taking and holding a city the size of Nov Elysia,
outcome of a mission such as this will influence how even with the element of surprise, is extremely
others view the PCs, and may very well plant the difficult, and chances are that Sovereignty forces
seeds of future reputations and rivalries. would inevitably have been forced to retreat. What
was their objective with this attack, then? Was it
Regardless of the outcome, the PCs are granted simply to disrupt the negotiations and capture
another FULL REPAIR and another LL, bringing them to valuable Union prisoners for leverage? Or did they
LL2. This is the first level at which they can unlock have another objective being carried out even as
manufacturer-specific FRAMES other than those the PCs were on their own mission? Perhaps
offered by GMS, giving them access to more Vestan Special Operations Unit 33 was tasked
specialized mechs with new sets of traits and core with locating and securing military secrets,
powers. They may also decide to use this opportunity prototype technology, or another VIP. Perhaps
to reallocate some of their talents or their existing their true objective lay elsewhere, and the attack
licenses (Lancer, p.18). on the city was a feint?
• Representatives from the Vestan Sovereignty
were attending the diplomatic negotiations along
with the LSA right up until the attack on Nov
Elysia. Though they weren’t nearly as receptive to
Union’s offer of membership, openly going to war
seems like a drastic escalation from the
established political situation. Is this truly what the
Sovereignty wants for its people, or has a hardline
militant faction within the government forced this
conflict for its own ends?
• What is TARTARUS? Files extracted from Colonel
Kiros’s mech repeatedly reference it, but even
when decrypted they remain vague, noting only
that “operations are proceeding as planned.” Is
TARTARUS the codename of an agent of some
sort? A clandestine program? A weapon? And
how does it relate to the attack on Nov Elysia, or
to Special Operations Unit 33?
[42]
MISSION 2: DAYBREAK
As the dropship lifts off and the smoldering harbor falls away beneath you, for the first
time in days you feel like you finally have a chance to breathe. No one ever knows what
their first mission will be like, no one ever knows if they’ll rise to the occasion, but you’re
still here to wonder and that has to count for something. What was that old saying about
landings, again? Any one you can walk away from is a good one.
Over comms you can hear other units checking in one by one, reporting their status. The
Sovereignty’s being pushed out of the city, and while there may be more to come in the
weeks and months ahead, for now at least your part here is done.
“All Union elements, I send drawdown,” Rio announces on all channels, “Repeat,
drawdown. Primary threats have been neutralized, and ground observers are confirming
corridor-clear for return approach. Rendezvous at designated egress zones and await
liftoff back to the Rio Grande. Come on home.”
There’ll be more missions in your future, maybe here on Cressidium, maybe a hundred
worlds away, with new wonders to experience and new threats to face – new powers to
contend with and new causes to champion. There’s a whole galaxy out there beyond the
peace and safety of the Core worlds, waiting for someone like you to come along and
make a difference.
[43]
APPENDIX:
NEW OPTIONS
NEW TALENTS
The following talents can be chosen by players when taking new talent ranks.
DEMOLITIONIST SYSOP
Explosives and warfare go together like alcohol and Modern systemic warfare is a filthy mess of code-
bad decisions. The power of a bomb in the palm of worms, logic bombs, and adaptive viruses, to say
your hand is a great equalizer, and a well-placed nothing of all the physical detritus that litters the
satchel charge or two has brought even the mightiest battlefield, and you’re the one responsible for keeping
of fortifications tumbling down. Forget bullets with things clean. System operator or system optimizer,
names etched on them, the packages you deliver go formatting software barriers or tuning servos, your
out addressed “To Whom It May Concern,” and command of diagnostic programs and deep-level
you’ve got plenty to go around.. hardware overrides gives you all the tools you need to
push your squad’s limits beyond manufacturer spec
with orderly, surgical precision.
FRAG AND CLEAR
When you use a GRENADE, you may choose one
character in the affected area to ignore its effects. INOCULATION
Additionally, at the end of each scene, you restore When you BOLSTER an allied character, the additional
1 charge to each LIMITED system with the MINE tag ACCURACY they gain lasts until their next skill check or
for each undetonated MINE you deployed from save.
that system.
FIREWALL
QUARTERBACK When you BOLSTER an allied character, tech attacks
Your GRENADES gain +3 RANGE, and you can plant against them receive +1 DIFFICULTY until the end of
MINES up to RANGE 3 (or add +3 RANGE to them if they their next turn.
have one). Additionally, you do not require line of
sight for GRENADES and MINES as long as it’s possible
to trace a path to the target. AGGRESSIVE
COUNTERMEASURES
1/round, when you BOLSTER an allied character, you
FIRE IN THE HOLE induce a special cycle in their reactor. They reduce
Your explosive charges have been enhanced with the next amount of heat they would take from a
customized payloads. 1/round, you may choose one hostile character to 0, and that character takes 2
of the following: heat and becomes IMPAIRED until the end of their next
turn. This effect does not stack, and lasts until
• When you throw a GRENADE, up to three triggered.
characters within RANGE 3 of the targeted space
take 2 explosive damage and are knocked
back 1 space in a direction of your choice by
explosive shrapnel.
• When a character fails a save against one of your
MINES, they take +1d6 explosive bonus
damage. If the mine deals no damage normally
when detonated, whether it forces a save or not,
one character in the affected area takes 1d6
explosive damage instead.
The Chomolungma is an advanced GMS chassis that all characters have access to from
LL0 onwards. This variant Frame is not mutually exclusive with the EVEREST.
CORE STATS
Size: 1 Save Target: 11 CORE SYSTEM
Armor: 0 Sensors: 15
HULL SYSTEMS ADVANCED INTRUSION PACKAGE
HP: 10 E-Defense: 10 Advanced Intrusion Package
Repair Cap: 4 Tech Attack: +1
AGILITY SP: 7 Gain the following options for INVADE:
Evasion: 8 ENGINEERING
Speed: 4 Heat Cap: 6 Balance Control Lockout: Push your target 2
spaces in any direction and knock them PRONE. If
TRAITS they are already PRONE, they become IMMOBILIZED
BRILLIANCE until the end of their next turn. You may only
1/scene, the CHOMOLUNGMA may take any QUICK IMMOBILIZE each character this way 1/scene.
TECH action as a free action, and then may either
BOLSTER or LOCK ON as a free action. System Crusher: Your target takes an additional 2
heat, for a total of 4 heat. If this INVADE causes
DATA SIPHON them to exceed their HEAT CAP, they take 4 burn
Whenever the CHOMOLUNGMA makes a tech attack as well. This can only be used 1/scene on each
against a hostile character, it may also automatically character.
SCAN them.
REPLACEABLE PARTS
While resting, the CHOMOLUNGMA can be repaired at Wide-Area Code Pulse
a rate of 1 REPAIR per 1 structure damage, instead Active (1 CP), Full Action
of 2 Repairs. Choose any number of hostile characters within
SENSORS and make a special INVADE tech attack
MOUNTS against them, ignoring INVISIBLE and line of sight.
MAIN/AUX FLEX On hit, apply the effects of INVADE as normal,
MOUNT MOUNT choosing options for each target. On miss, targets
become IMPAIRED until the end of their next turn.
GMS
EBRO-CLASS LIGHT CARRIER
POINTS HP DEFENSE OPTIONS
3 14 15 2 Wings