Operation Solstice Rain 1.7

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Table of Contents:

Operation Solstice Rain


• Shipboard Life: The UNS-CV Rio Grande
• Preparing For Deployment

Mission 1: Briefing
• Combat: It's Not the Fall That Kills You...
• Beat: On The Move in a Military Manner
• Combat: Look Both Ways
• Beat: Broken Sky
• Combat: Downpour

Downtime: FOB Saber

Mission 2: Briefing
• Combat: Clear The Air
• Beat: Bootleg Play
• Combat: Leviathan
• Beat: Nemesis Pyre
• Combat: Wake the Furies

After Action Report: Operation Solstice Rain

Appendix: GMS Ebro-class Light Carrier

Operation Solstice Rain


A two-part introductory mission series for Lancer pilots starting at LL0

Welcome to Operation Solstice Rain, an introductory two-part mission series for Lancer. In these
missions, players will take on the role of mech pilots tasked with leading a rescue mission on the
besieged city of Nov Elysia. Early on in the mission things don't go as planned, and the players will
have to adapt and act quickly in order to carry on and successfully complete their objectives.

Operation Solstice Rain is designed to allow you and your players to quickly begin playing Lancer
with minimal preparation. Players will take action across two linked missions, beginning at License
Level 0 and ending just after they complete License Level 1. This set of missions can be used as a
standalone introduction to Lancer, or you can use it as a stepping-stone for an ongoing campaign.

There are two versions of the Lancer core rulebook available, a free version which contains all the
core rules everyone needs to know as well as all the information players need to create pilots and
mechs, and a full, paid version which contains GM rules and guidelines along with additional
setting information. Both can be found at https://massif-press.itch.io/ along with other supplements.
In order to run Operation Solstice Rain, a full copy of the Lancer core rulebook containing the rules
for running NPCs and sitreps is required.

[sidebar]
A NOTE ON PLAYER SAFETY
Operation Solstice Rain puts the players in the middle of a chaotic, bloody urban battle, including
moments of sudden death and dismemberment as well as scenes of dispossessed, injured, and
traumatized survivors. Every effort has been taken to represent these matters as respectfully as
possible, but GMs should still discuss things with their players to ensure that all participants are
comfortable during play. If your group decides that adjusting certain scenes will make for a more
enjoyable campaign experience then you should do so, and you may wish to make use of tools such
as the X-Card (http://tinyurl.com/x-card-rpg), the Script Change Toolbox
(https://briebeau.com/thoughty/script-change/), or the RPG Safety Toolkit
(http://bit.ly/ttrpgsafetytoolkit) to help facilitate this in play. The point of a roleplaying game is
ultimately to have fun; as such, ensuring that everyone at your table can comfortably enjoy
themselves always comes first.
[/sidebar]

***

This set of missions takes place on Cressidium, a planet that was settled by Union's
anthrochauvinistic Second Committee just prior to their overthrow by what would eventually
become the current-day Third Committee. As revolution swept throughout Union SecComm space,
sparked by mounting oppression and atrocities, many SecComm bureaucrats and military
commanders fled their homeworlds looking for a safe haven to ride out the storm. Among the places
they fled along with their friends, families, and those with political connections was Cressidium, a
recently charted and newly colonized world that boasted suitable Cradle-like conditions for
habitation and an abundance of natural resources. Information on Cressidium's location and its
colonization were purged by those fleeing there in order to cover their tracks, including scuttling its
omninet infrastructure in order to remain undetected, and in the aftermath of the revolution the
world was lost from official record.

The sudden influx of unplanned colonists pushed the world's fledgling settlements to their limits in
the early days, resulting in years of hardship and factional infighting as various figures attempted to
take control of the colony in the name of a government which, as far as anyone knew, no longer
even existed. New borders were established and fought over as people spread across the planet
seeking freedom, authoritarian governments rose and fell, and Cressidium soon became a
microcosm of SecComm and its downfall as it contended with a reckoning of its own.

Now, 500 years later, Cressidium is a developed world home to a number of major nations and
alliances that have formed in the half-millennium since. The world's SecComm history lies in its
distant past, but echoes of it can be seen among its more authoritarian national polities. Many of its
nations, however, have cast off the anthrochauvinistic attitudes of their forebears and adopted more
egalitarian policies in line with those of Union's Third Committee.

For centuries Cressidium has been isolated from the wider galaxy, cut off from Union and the
omninet and left to develop on its own, but recently a ThirdComm colonial survey team charting
distant worlds made contact and was surprised to discover a highly-developed Diasporan world
interested in rejoining the galactic community after centuries of isolationism. An ambassadorial
delegation has since been dispatched to Cressidium to begin the process of negotiating their
admittance into Union once more.

[sidebar]
CRESSIDIUM AT A GLANCE
Cressidium is a Cradle-type planet along the Cascade Line, a world fortunate enough to naturally
boast conditions suitable for habitation with a diverse human-compatible climate and biosphere that
features a variety of flora and fauna, including both native specimens as well as those introduced
during colonization. Like Cradle, its surface is largely covered by water interspersed with large
continental land masses and island chains, and the human population of the planet has grown over
the last 500 years into a number of large nations and power blocs, including the Leandric States
Alliance, the Vestan Sovereignty, and the Republic of Okasnia.

The Leandric States Alliance and Vestan Sovereignty are presently engaged in a cold war going
back decades if not longer. Both nations were established during a period of civil instability and
warfare over land and resources known as the Barren Years, with the LSA having formed as an
alliance of smaller nation-states in a mutual defense pact against the Sovereignty, an oppressive and
expansionistic nation founded by the descendents of military and political leaders who had fled to
Cressidium to escape the collapse of Union's Second Committee. 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 and
giving way to something more progressive, and there were even hopes of long-term peace talks in
the future, but a recent series of assassinations and internal power struggles has resulted in a
renewed wave of hardline nationalism and neo-anthrochauvinist sentiment which persists to this
day, vying against the older and less outwardly aggressive regime for control of the nation. The
current political situation between the major powers is tense, but not to the point of outright war,
and representatives of both the LSA and the Vestan Sovereignty have agreed to attend talks with
Union's ambassadorial representative during this diplomatic mission.

Societally, Cressidium has been predominantly isolationist until recently, a state of affairs which has
influenced its development in numerous ways. Though knowledge of other humans existing across
the galaxy isn't suppressed information, the most commonly held assumption has been that Union
invariably collapsed in the wake of the revolutionary movement against the Second Committee, and
that remaining obscure and unnoticed is vital to the planet's continued safety 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 nations have all made headway in
developing their own surface-launched space capable ships, roughly equivalent to what Union
would classify as corvette-tier vessels, which are used largely in a deterrence role along with limited
anti-satellite and orbit-to-surface strike capabilities.

Despite their 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 Genghis Mk.1 in use during the Hercynian Crisis, and over the last 500 years
Cressidium's various nations have developed their own mechs which, despite their divergent
evolution, are generally comparable to those in use elsewhere. The biggest difference lies in their
grasp of paracausal science, which is notably lacking compared to contemporary understandings.
While the early colonial efforts possessed printers which were, at the time, cutting edge, without
replacements they eventually fell into disrepair, leaving things entirely to conventional
manufacturing. Access to current printer technology is among the benefits that Union is offering
should Cressidium ultimately decide to join them.
[/sidebar]

Operation Solstice Rain takes place amidst this ongoing diplomatic process, during Union's third
visit to Cressidium. Each of these trips has been largely uneventful thus far, with most of the
delegation group's time spent shuttling diplomats and scientists to and from the planet, loading and
unloading cargo, and running various drills. The action has been taking place behind closed doors
on Cressidium's surface with Union Ambassador Nilan Bannerjee engaging in delicate
negotiations between two of the planet's major nations, the Leandric States Alliance and the
Vestan Sovereignty. These nations have been in a state of cold war for decades, and the arrival of
Union at the LSA's request has exacerbated the tensions between them; the Alliance has been very
receptive to the offer of Cressidium becoming a member of Union once more, while the
Sovereignty is much more distrustful, and a great deal of Ambassador Bannerjee's time has been
spent trying to find a compromise that both parties can comfortably agree to.

Accompanying the ambassadorial delegation is a Union Naval ship, the UNS-CV Rio Grande
under the command of Captain Brigid Farris. The Rio Grande is an Ebro-class light carrier, a
vessel well-suited for independent patrols as well as escort duties, such as the duties she's currently
performing now as part of this ongoing diplomatic mission. Smaller than a mainline naval carrier,
the Rio Grande is nonetheless readily capable of ferrying personnel and materiel both on- and
offworld, and she carries a compliment of strike craft in reserve in case of unexpected hostilities,
including naval fighters and mounted chassis. The players are stationed aboard the Rio Grande,
having been recently assigned to her following their graduation from pilot training academy. This is
their first posting as fully-trained and qualified mechanized chassis pilots.

Shipboard Life: The UNS-CV Rio Grande


The Ebro-class light carrier is a hull design that saw modest use during Union's late Second
Committee era, largely as an escort carrier accompanying second-line naval units, and has seen
something of a resurgence during the Third Committee's reorganization of the navy as a fast and
flexible alternative to full-sized carriers such as the Amazon-class. Though smaller than her siblings,
the Ebro-class is nonetheless capable of fielding wings of 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 serves as an effective force-multiplier for any navy
group in need or as an effective patrol vessel, well able to handle themselves against pirates or
subline-equivalent Diasporan aggressors if need be.

The crew serving aboard a naval vessel tend to spend much of their time during long patrols in
stasis ("downtime"), regularly rotating in and out of active duty shifts ("uptime"). As the Rio
Grande maintains an orbit around Cressidium, the entire ship's crew is currently active and both
assisting with the logistics of transport to and from the planet's surface, carrying everything from
trade goods and gifts to exchange groups of engineers and scientists, as well as maintaining a safe
watch over the rest of the diplomatic mission, though the naval threat that any of Cressidium's
major powers could pose seems fairly minimal thus far.

Without any immediate danger to confront, life aboard the Rio Grande is largely made up of
maintenance, drills, training, briefings, and all the other assorted sundry duties that come with a
posting aboard a naval ship, not to mention recreational activities. Card games and board games
remain an enduring naval tradition such as chess and kapkat, along with watching omninet media,
sparring practice, and competing to earn the top score on the pilot simulators.

This is the setting that the PCs find themselves in at the start of Operation Solstice Rain, as recently
graduated pilots recently transferred aboard the Rio Grande during its last rearmament and resupply.
This is a good time to set the scene and let everyone introduce themselves. The PCs probably know
one another from their time spent at whatever academy they trained at, though it's possible this is
the first time they've been assigned together as a squad.

Even a light carrier isn't a small ship, and there are plenty of other crew serving alongside the PCs
for them to interact with. These are some of the notable NPCs they may encounter during their time
aboard the ship:

Captain Brigid Farris (She/Her)


Captain Farris is a career Union naval officer, having served for 20 years subjective, 10 of those
spent as captain of the Rio Grande after her promotion from the executive officer position aboard
the cruiser Reykjavík. In that time, she's proven herself to be a confident and capable commander
whose quick thinking and level-headedness under pressure has earned her the respect of her crew.
Despite the nature of time dilation under extended nearlight travel distancing her temporally from
her homeworld, she enjoys telling stories of her pre-naval life growing up working at her family's
bakery, and impromptu baking contests culminating in shared meals during shore leave have
become something of a tradition aboard the ship.

While under her command, the Rio Grande has seen occasional combat duties among its long
stellar patrols, largely anti-piracy actions (most notably against the infamous Dead Suns pirate clan)
as well as participation in joint operations with a Department of Justice/Human Rights task force
during the liberation of Corazón . This is the first recontact mission that she's participated in, and it's
one she's eager to see succeed peacefully and amicably for all involved. Cressidium lacks any major
naval powers, so it's unlikely the Rio Grande will be called upon to participate in combat even if
things should turn sour, but she isn't overconfident enough to forego regular shipboard readiness
drills just in case.

1st Lieutenant Alex Kim (He/Him)


The Executive Officer aboard the Rio Grande, 1st Lieutenant Alex Kim hasn't served as long or had
as storied a career as Captain Farris, though he wouldn't be a ship's XO if he lacked the necessary
qualifications. Promoted to the post relatively recently, 1st Lieutenant Kim is eager to prove that
he's up to the task, perhaps a bit too eager if you were to ask some of the ship's crew who've found
themselves on the receiving end of yet another pep talk or by-the-book lecture about regulations.
They're hoping that some of the captain's self-assurance rubs off on him and he starts to relax more
into the role, ideally sooner rather than later.

While the XO finds such relaxation something of a challenge still, along with socializing in general,
his eye for detail along with a keen grasp of tactics manifests during his off-duty hours as a love for
games of strategy, and he remains the undisputed champion of the Sparri card game kapkat aboard
the ship.

Rio, Shipboard NHP (She/Her)


While NHPs (Lancer's equivalent to advanced AI systems, see the core rulebook p. 381-382 for
more details) often have personalities that suit their line of work, they're still their own people and
their personalities can vary as much as any human's. Rio, the Rio Grande's shipboard THALASSA-
Class naval NHP, is an outgoing person with a bright and cheerful personality, and while she's
technically always "on duty," she enjoys socializing with the crew during those periods where she's
allowed to leave shipboard tasks to her more automated subprocesses and take time for herself.
Given her immense calculative and processing capabilities compared to the ship's organic crew, she
prefers non-competitive pastimes (1st Lt. Kim is one of the few people aboard she enjoys playing
chess with) and has a fondness for omninet dramas.

During combat, her personality becomes much more focused and serious, a state the ship's crew
refers to as her "game face," and like all naval NHPs she's capable of effectively monitoring and
coordinating much 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 its fighter and chassis wings as well as advising Captain Farris during
battle.

Staff Sergeant Omari Garcia (He/Him)


It takes a special breed of person to be a marine lifer, and Staff Sergeant Omari Garcia is a marine's
marine. He's tough, he's stubborn, he's fearless, and he proudly plays his part in the longstanding
traditional sibling rivalry between Union marines and their naval mechanized chassis pilot
counterparts, at the ready with a joke or a crack about "fancy suits" whenever a mech pilot starts
getting a little too full of themselves (marine pilots are themselves only occasionally exempt from
this). He is, however, fiercely loyal to everyone aboard his ship, and given the chance he'll be the
first one into danger and the last one out of it.

A recipient of the Marine Distinguished Service Medal for his actions during the Pellaran Dispute,
SSgt. Garcia has been wounded many times in the course of action and has seen his share of dead
comrades, but although he often talks about retiring one day to somewhere tropical he shows no
signs of slowing down anytime soon. On those rare occasions he takes shore leave planetside he
enjoys fishing, and he has an avid interest in antique firearms.

Union Ambassador Nilan Bannerjee (They/Them)


Ambassadorial duties, including diplomatic negotiations with Diasporan states and
recontact/reintegration missions, fall under the purview of the Union Administrative Department,
and the Ambassador selected for the Cressidium mission is Nilan Bannerjee. Where Administrators
are assigned to a single world or sector, Ambassadors travel wherever their skills are needed, and
Nilan has seen dozens of worlds in a life spend traveling the stars and bridging gaps between
peoples and nations. Even so, recontact with a previously lost world petitioning for admittance into
Union isn't something that happens every day, and this stands to be a momentous occasion that
hinges upon their skills as a diplomat. Bannerjee is, as befits their role, charming and pleasant to be
around, with a dry sense of humor that grows more pronounced when they've been drinking. They
speak numerous languages and dialects fluently without the need for dataplating to translate, have
an encyclopedic 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.

Despite the pressure to succeed here, Bannerjee remains poised and unflappable at all times, only
ever showing irritation or annoyance with quirked eyebrows and slight frowns. This assignment
may be one of the most challenging they've been tasked with in their career, and the stakes are
suitably high; finding a way to reach an accord between the Leandric States Alliance and the Vestan
Sovereignty won't just usher Cressidium back into Union but will put an end to decades of
simmering tensions, proxy skirmishes, and the threat of all-out war. For any diplomat, a success
here would be an achievement to be proud of.

The ambassador has traveled to Cressidium aboard their own vessel along with their own
diplomatic staff, but they periodically shuttle over to the Rio Grande to conduct personal meetings
with the senior officers.

***

Preparing For Deployment


At License Level 0, players will begin with access to the GMS manufacturer list of weapons and
systems, as well as those GMS frames available at LL0. From the Lancer core rulebook, the
primary starting frame all characters have access to is the Everest, a solid all-rounder with flexible
capabilities that be customized to suit a variety of playstyles, especially as players gain further
licenses.

This book also introduces a new GMS frame players can utilize, the Chomolungma. This frame
boasts enhanced electronic warfare capabilities, and is well-suited to players that want to focus on
hacking and tech actions. Through Lancer's online companion app Comp/Con
(https://compcon.app), you will also have free access to a third GMS frame introduced in the
narrative campaign No Room For a Wallflower, the Sagarmatha, a durable and resilient defender
that can shield its allies from harm.

GMS CHOMOLUNGMA
Controller

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.

While the public perception of GMS may be that of a stolid, conservative


manufacturer, Union devotes substantial resources to the research and development
of new armaments and technological breakthroughs in order to maintain or exceed
parity with galactic-tier actors such as Harrison Armory or the Karrakin Trade Baronies.
Under development by Union's Advanced Projects Special Research Agency in
conjunction with General Massive Systems, the Chomolungma is a newer and more
technologically advanced frame using the standard GMS Pattern I design as a base.

The Chomolungma is a specialist chassis, trading out weapon hardpoint mounting


capability for additional sensors, comms/transmission arrays, and advanced GMS e-
war systems including cutting-edge systemic intrusion software packages and
recursive-weave hyperprocessors. In light of recent conflicts, Union has begun
increasing distribution of Chomolungma licenses among both regular and auxiliary
units to keep pace with evolutionary developments in battlefield tactics and
technologies.

CHOMOLUNGMA
HP: 10 Evasion: 8 Speed: 4 Heat Cap: 6 Sensors: 15

Armor: 0 E-Defense: Size: 1 Repair Cap: Tech Attack:


10 4 +1
Save Target:
11

TRAITS:

Brilliance: 1/scene, the Chomolungma may take any Quick Tech action as a free action,
and then may either Bolster or Lock On as a free action.
Data Siphon: Whenever the Chomolungma makes a tech attack against a hostile
character, it may also automatically Scan them.
Replaceable Parts: While resting, the Chomolungma can be repaired at a rate of 1
Repair per 1 structure damage, instead of 2 Repairs.

SYSTEM POINTS: 7

MOUNTS:

Main/Aux Mount Flex Mount

CORE system

Advanced Intrusion Package

Passive: Gain the following options for Invade.


Balance Control Lockout: Pull your target 2 spaces in any direction and knock
them Prone. If they are already Prone, they become Immobilized until the end of
their next turn. You may only Immobilize each character this way 1/scene.
System Crusher: Your target takes an additional 2 heat, for a total of 4. If this
Invade causes them to exceed their Heat Cap, they take 4 burn as well. This can
only be used 1/scene on each character.

Active (Requires 1 Core Power): Wide-Area Code Pulse


Full Action
Choose any number of hostile characters within Sensors and make a special Invade tech
attack against them, ignoring Invisibility and line of sight. On hit, apply the effects of
Invade as normal, choosing options for each target. On miss, the target becomes
Impaired until the end of their next turn.

[sidebar]
KNOWLEDGE IS POWER
The Chomolungma allows pilots to make extensive use of the Scan action in order to learn critical
information about their enemies during combat, including their HP, their heat levels, and any special
weapons, systems, or traits they might have, which in turn allows them or their teammates to better
plan their turns. While a potent ability, Scan can also add an additional element of overhead to
games that you may wish to be mindful of.

If you know that players will be making use of Scan or other similar abilities during combat, it
helps to have NPC statblocks prepared which can be quickly shared whenever those NPCs are
scanned. Also, if a player uses Scan on an NPC that they've scanned previously, it's fine to simply
give them only any relevant information which may have changed since the last time, such as HP
and heat levels, structure damage or stress totals, etc.

Players who make use of Scan can also help alleviate some of this overhead by keeping track of
gleaned information themselves, such as taking quick notes on a system's function or an NPC's heat
capacity if they want to focus on overheating them.

How open you wish to be with NPC information, with or without Scan, is up to you, but it's
important to note that two pieces of information should always be available upon request to players
at all times; an NPC's class and any templates they have (Lancer, p. 284). In this way, players
should always be able to be informed as to whether an NPC is using the Grunt template before
attacking them with powerful, limited-use weapons, or if the NPC brandishing an automatic weapon
towards them is an Assault or an Archer.
[/sidebar]

Additionally, the following talents can be chosen by players when spending talent points.

Demolitionist
Explosives and warfare go together like alcohol and bad decisions. The power of a bomb in the
palm of your hand is a great equalizer, and a well-placed satchel charge or two has brought even
the mightiest of fortifications tumbling down. Forget bullets with names etched on them, the
packages that you deliver go out addressed "To Whom It May Concern," and you've got plenty to go
around.

Frag and Clear (Rank I): When you throw or otherwise use a grenade, you may choose one
character in the affected area to ignore its effects. At the end of any scene in which you have
deployed mines, you may regain 1 charge to each Limited system with the Mine tag for each
undetonated mine deployed from that system.

Quarterback (Rank II): Your grenades gain +3 range, and you can plant mines up to range 3 (or
add +3 to their range if they have one). You do not need line of sight with grenades and mines as
long as it's possible to trace a path to the target.

Fire in the Hole (Rank III): Your explosive charges have been enhanced with customized
payloads. 1/round...
• ...when you throw a grenade, up to three characters within range 3 of the targeted space take
2 explosive damage and are knocked back 1 space in any direction 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.

Sysop
Modern systemic warfare is a filthy mess of code-worms, logic bombs, and adaptive viruses, to say
nothing of all the physical detritus that litters the battlefield, and you're the one responsible for
keeping things clean. System operator or system optimizer, formatting software barriers or tuning
servos, your command of diagnostic programs and deep-level hardware overrides gives you all the
tools you need to push your squad's limits beyond manufacturer spec with orderly, surgical
precision.

Inoculation (Rank I): When you Bolster an ally, the additional Accuracy lasts until the next skill
check or save that they make.

Firewall (Rank II): When you Bolster an ally, tech attacks against them are made with +1
Difficulty until the end of their next turn.

Aggressive Countermeasures (Rank III): 1/round, when you Bolster an ally, you induce a special
cycle into their reactor. They reduce the next amount of heat they would take from a hostile
character to 0, and that character takes 2 heat and becomes Impaired until the end of their next turn.
This effect does not stack, and lasts until triggered.

***

Mission 1: Briefing
It's another routine day like any other so far during this mission when it happens. The diplomatic
summits have been extended again as negotiations remain at an impasse, and Ambassador
Bannerjee has requested 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 more in their favor. She's been down there for several days now, and the XO,
1st Lieutenant Kim, has command.

Whatever the PCs are doing is sudden interrupted by the sound of a shipwide alarm, followed by
the voice of Rio, the shipboard NHP, issuing a general announcement.

"All hands to action stations, I repeat, all hands to action stations. This is not a drill. Set Condition
1-Azure, ready away ships for debarkation. All marine and pilot elements, report to your assigned
flight decks for briefing and assignment."

The relaxed state aboard the ship disappears in an instant as everyone stops what they were doing
and hurries to get to their stations, which in the case of the PCs 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.
The hangar deck is no less busy, with deckhands hurriedly prepping ships and chassis for use as
marines move double-time into formation after donning armor and equipment. Speakers crackle and
display screens light up with the face of 1st Lieutenant Kim, looking even more serious than usual
as he begins to address the assembled troops on the deck.

"As of 1400 hours, we are on combat alert. Several hours ago, we received a transmission from
Ambassador Bannerjee that civil defense warnings were being sounded across Nov Elysia. Then all
communications with the surface went dark, and we've been unable to raise the ambassador, the
captain, or anyone within the local government. Based on orbital flyover imagery gathered by Rio,
it appears that Nov Elysia is under attack by Vestan Sovereignty forces, with significant deployment
of mechanized chassis forces moving throughout the city."

He waits for a moment to let that news sink in before continuing. "Cressidium is not officially a
member of Union at this point. Militarily, we aren't authorized to intervene on behalf of the LSA in
this conflict, but simply leaving Captain Farris and Ambassador Bannerjee to ride this out on their
own is not an option. As such, after conferring with the other officers aboard this ship, it's been
decided that we will be conducting a rescue operation with the primary objective of first locating,
then securing the ambassador and the captain, and safely escorting them to an extraction point.
Rules of engagement for this operation are that you are not to engage unless fired upon. Our main
priority here is to bring our people home."

The mission, as outlined, seems straightforward enough. Mechs and marines from the Rio Grande
will deploy near a staging area somewhere in Nov Elysia's industrial district designated Forward
Operating Base Saber. Once assembled, they'll resupply if necessary and then move towards the
central district where the diplomatic talks were being held, moving towards the last known location
of the captain and ambassador. After they've been secured, they'll be escorted back through a
defensive perimeter established by a second wave of Union forces to a safe location away from the
fighting, and then extracted by shuttle back to the Rio Grande.

The PCs have been selected as part of the initial landing, which means they're headed down to
Cressidium along with the rest of the first wave. Because communications with the surface seem to
be cut off, one person in each mech squad is being assigned an omnihook (Lancer, p. 114) to
maintain omninet communication with the Rio Grande. From here the PCs should take care of any
last-minute preparations or adjustments to their mech loadouts they wish to make, and then it's time
for them to board their dropship.

Mission Objectives: Land at Forward Operating Base Saber and await further orders.
Mission Parameters: Unknown at this time. Hostile forces are confirmed to be operating within
Nov Elysia, so anticipate enemy contact; you are cleared to engage if fired upon.

[sidebar]
YOU ARE THE CAVALRY
Some players may ask that if Union forces have a ship in orbit whether they can expect to be
provided with orbital fire support, or perhaps with air support from its fighters and bombers. For
several reasons, this isn't an option. Firstly, like most naval carriers, the Rio Grande is minimally
armed. While outfitted with an array of point-defense cannons capable of intercepting smaller
vessels and inbound munitions, the majority of its force projection lies with its wings of strike craft
rather than weapons capable of providing fire support from orbit. Additionally, the area of operation
for this mission is a densely populated urban environment, and Union's rules of engagement
regarding orbital bombardment are held to strict standards; even precision orbit-to-surface strikes
are frequently high splash, with a corresponding high risk of collateral damage. Lastly, naval strike
craft aren't typically designed to be used in-atmosphere. While some examples of transatmospheric
aerospace fighters and bombers do exist, the Rio Grande's complement are limited to
exoatmospheric operations only. Once the PCs deploy onto Cressidium, they'll be on their own.
[/sidebar]

Standard orbit-to-surface deployment protocols would be to ferry troops down to the surface in
landing craft at designated operating bases for assignment and, in the case of pilots, chassis
printing as required. At least that's how it's supposed to happen, but right now the area of operation
is too hot to risk a conventional landing, and the clock is ticking fast. With the situation on the
ground growing more critical by the hour, the XO has decided that a combat-ready strike force of
mechanized chassis and marines will be fast-deployed via dropships to secure the area, locate the
captain and the ambassador, and extract for pickup.

Your squad has been selected to be a part of this speartip. Your mechs are prepped and loaded
aboard the dropship, ready for deployment. Through your chassis' camera feeds, strapped securely
into the cockpit, you watch as the hatches slide closed around you and the hangar airlocks open for
launch. From up here, Cressidium looks peaceful, a shimmering jewel hanging in space.

"Ten seconds to drop."

You take a breath as the pilot counts down. Inhale. Exhale. Then your stomach lurches as the
clamps disengage and the dropship's thrusters kick into full burn.

The ride is smooth at first, atmospheric insertion nominal, no anti-orbital defenses rising to greet
you. It's all very textbook, straight out of the simulators. But the closer you get to the drop zone the
hotter things become, the pilots having to adjust their course to avoid greater concentrations of
incoming fire. The ship jukes hard to narrowly avoid another incoming missile, and for a moment
you think you're in the clear, then a blinding beam of light suddenly lashes up from somewhere
down below and an explosion rips through the hull.

"Shit! Starboard engine's blown, stabilizers aren't responding! Mayday, mayday, this is Kingfisher
2-2! We are going down, repeat, we are going-"

The crash is sudden and violent, slamming you around inside the cockpit of your chassis, but being
inside your cockpit is also what saves you as the dropship hits the ground hard with the sound of
screeching metal. What's left of the dropship finally skids to a halt, and just as suddenly it's all over,
leaving you reeling and bruised. Your cockpit readouts blare with collision alarms and your ears
are ringing, but you're all still alive and your mechs are still in one piece.

With nothing but static on all frequencies, you can assume that help isn't coming. For now, you're
on your own. Time to get to work, pilot.

The mission begins with the PCs' dropship being shot down, forcing them to crash land. This has
placed them in Kirmani Plaza, far off course from their intended drop zone. With intense comms
jamming in full effect and the city under siege, the players are cut off from the main unit and unable
to call for assistance.

This doesn't mean they're helpless, however. The players have all survived the crash unharmed save
for some superficial injuries, and their mechs are fully intact and operational. The dropship pilots
weren't as lucky, unfortunately, and were killed on impact. The dropship itself has also been
destroyed; none of its systems are operational, and nothing useful can be salvaged from the
wreckage. Periodic sounds of gunfire and explosions can be heard in the distance.
Give the players a few moments to get their bearings and take everything in. They may want to
collect dog tags from the deceased pilots, take stock of their surroundings, and begin to formulate a
plan of action. Though their landing didn't go as planned, they still have a mission to uphold; right
now their first order of business is finding a way to link up with the main unit in this sector.
According to their briefings and their onboard maps, there should be a forward operating base, FOB
Saber, within the area, though it's going to require moving through the city on foot in order to reach
it now.

But before the PCs can set out, a burst of gunfire sails narrowly overhead, interrupting them. Enemy
forces have been alerted by the crash and sent to investigate, and several squads of mechs are now
closing in on all sides. The PCs will have to hold their ground and drive off the enemy before they
can proceed any further. Their first objective is to survive.

[sidebar]
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 amount
of pre-deployed or activated systems, this can be handled as a special reserve resource (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.
[/sidebar]

Combat: It's Not the Fall That Kills You...


Sitrep: Holdout (Lancer p. 272)

Enemy Forces:
For 3 PCs: 2x Assaults (Rank Discipline)
1x Bastion (Deathcounter)
1x Hive (Electro-Nanite Cloud)
For 4 PCs: 1x Support (Latch Drone)
For 5 PCs: 1x Hive (Electro-Nanite Cloud)

Reinforcements:
For 3-4 PCs: 1x Bombard (High-Impact Shells)
1x Priest (Empowered Shield)
1x Pyro (Explosive Jet)
1x Ronin (Chaff Launchers)
For 5 PCs: +2x Assault Grunts, +2x Ronin Grunts

Details
The PCs begin in the Player Deployment Zone and can place their mechs however they like. This
area is fortified with hard cover provided by the wreckage of the drop ship and nearby rubble. The
initial group of enemy forces is placed in the Enemy Deployment Zone along the right side of the
map, while the second group is held in reserve as reinforcements.

The goal of the PCs is to securely hold the Player Deployment Zone for six rounds. If the PCs fail,
this won't prevent them from continuing on with the rest of the mission, but it will force them to
hastily fall back to avoid being overrun. The players can also succeed by destroying all enemy
forces.

As an introductory fight, this is a good opportunity to remind players who may be less familiar or
experienced with Lancer about important basic rules such as cover, the Scan action, and utilizing
their mech traits such as the GMS Everest's ability to take a quick action of their choice as a free
action 1/scene with the Initiative trait. This can allow them to make an additional Skirmish or
Invade, to Boost if they need more movement, to deploy or use a system, and so on. Using Initiative
doesn't cost anything, so remind the players that they may as well use it when they see a good
opening for it. Overcharging is another source of additional actions, and at this point in the mission
the heat cost for doing so is very low, but it increases the more that players push their mechs beyond
their limits.

Players also all have a powerful core ability, that can only be used 1/mission. In the case of the
Everest, for example, Power Up will make them generally more effective for an entire combat
scene, giving them enhanced Accuracy on all attacks, checks, and saves they make, as well as a free
Boost on each of their turns. Players can choose when to use core abilities and may wish to save
them for later, and you may want to remind them that this won't be the only fight they'll be getting
into during this mission if they aren't aware.

In combat, enemy Assault units will attempt to stick close to cover as well as their Bastion ally,
while the Hive will use Drone Barrage and Razor Swarms to disrupt the PCs, creating zones that
can protect its allies and damage enemies. Rank Discipline also gives the Assaults additional
Accuracy on attacks, checks, and saves while adjacent to allied mechs, and the Hive's Electro-
Nanite Cloud makes them even more dangerous up close. The Support does no damage itself,
though it can Ram and Grapple, but it can keep enemy HP topped up both with Restock Drones and
Latch Drones to make them harder to kill. Moving a Support near to an Assault is also a good way
to give them the benefit of Rank Discipline along with their Nano-Repair Cloud trait.

The ultimate goal of the NPCs is to occupy the Player Deployment Zone, so they won't simply
remain on the outside shooting in, but neither will they recklessly charge without regard for cover,
especially if the players have powerful ranged weapons at their disposal.

Enemy reinforcements can be brought in at the start of any round, but you may wish to wait until
the start of the second round to give the players a chance to adjust to things. You can bring in up to
2 characters at a time anywhere in the Ingress Zones (or from the initial Enemy Deployment Zones)
which run all around the map, allowing them to enter the fight from a flanking angle, and you can
choose which reinforcements to bring in based on the situation and the PCs' tactics.

The Bombard is an artillery unit that does more damage against clustered targets. While it's unlikely
to want to advance into the objective zone itself, it can provide support fire for its allies from a
distance. Be advised, though, that Bombard attacks don't distinguish between friend and foe. The
Priest, however, has powerful defensive capabilities which can be used to enhance and protect
allies, though this requires the Priest to remain close to them to maintain the link. This protection
can be used to guard against the PCs' attacks, but can also protect closer-ranged allies from friendly
fire by the Bombard if necessary.

Ronins are fast, hard-hitting melee units and will seek to close the gap quickly, putting additional
pressure on the players. Ronins can prove especially hard to deal with using ranged weapons, as
their Rebound ability both gives them Resistance to ranged attacks but also sends damage back the
way it came. The Pyro is a dangerous, resilient mech that can protect allies with its Firebreak Shield
and deal burn damage over a wide area, synergizing with the burn that the Hive does. Explosive Jets
allows it to move rapidly, allowing it to keep pace with faster units, but it does have a Recharge
limit so you won't be able to count on always 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.

Grunts present players with a unique threat that hits as hard as a normal enemy, but dies to a single
point of damage or heat, including from Reliable damage such as from a GMS Assault Rifle. Grunts
are easy to kill, but left unchecked can do significant damage. If Grunts are spaced close together,
then they also become easier to deal with using AoE weapons such as mortars, howitzers, or RPGs,
and so consideration should be given to how you deploy them as spacing can make them easier or
harder to handle depending on what the players are equipped with and how hard you wish to make
the challenge.

Outcome
PC Victory
The PCs repel the enemy forces and secure their position. Any remaining hostile units are forced to
retreat. Among the wreckage, the players are able to find an intact target designator that one of the
enemy mechs was carrying. This designator can be patched into a player's mech and used to signal
for an artillery strike using the enemy's own guns, though it will only work once before they figure
out that their own weapons have been turned against them. Treat this as a Bombardment reserve
(Lancer, p. 52).

PC Defeat
The PCs are forced to abandon their position while under artillery fire. Each player must roll a d6.
On a 1-3, they're hit by enemy fire while retreating, and they must either take one structure damage
(this does not cause a structure damage check) or they must destroy all weapons on a mount of their
choice. On a 4+ they make it out unscathed.

Beat: On the Move in a Military Manner


With their first battle behind them, the PCs have a chance to catch their breath as they make their
way through the city. When on missions, the time between combat scenes allows pilots to rest
(Lancer p. 82), repairing damage and preparing for the next engagement. It can also be an
opportunity for the GM to provide characters with narrative challenges throughout a mission. These
challenges can influence future scenes, provide players with additional intelligence or resources,
and flesh out the scope and stakes of missions beyond just combat.

Nov Elysia is a modern city on par with any Core World metropolis. Tall, gleaming buildings rise
over precisely ordered streets and thoroughfares with a grandiose, somewhat outsized architectural
style that belies the planet's SecComm history. Under better circumstances the city might be
beautiful, but now a grimy haze of dust and smoke hangs in the air. Empty cars line the roads, signs
of hasty evacuation, while civil defense warnings urging people to take shelter loop endlessly across
electronic advertisement screens interspersed with automated advertisements. This close to the thick
of the fighting, more and more buildings have been damaged in the crossfire, and broken glass and
debris crunch beneath the feet of the PCs mechs as they traverse the environment. As with all urban
combat, the dissonance between a place where people live and work and the violating encroachment
of weapons of war makes for a tense and unsettling atmosphere.

The jamming that the PCs have been experiencing since their landing remains a constant; any
attempts at raising comms with anyone further than their own immediate area are drowned by static,
and even long-range sensors are patchy and full of ghosts. Omninet signals aren't affected by the
jamming however, and they can communicate with the Rio Grande via the omnihook that they were
assigned.
As they make their way through the downtown area, the PCs round a corner and find a broken-
down bus stalled out, with several soldiers hastily attempting to repair the engine. They drop their
tools and throw their hands in the air before the PCs have a chance to act, interposing themselves
between the mechs and the bus. Frightened passengers look back at the players through the
windows and duck down with cries of alarm.

"Woah woah woah, don't shoot! Don't shoot, please! There are civilians on board!"

The PCs can easily identify based on uniforms and markings that these are LSA soldiers, not
Sovereignty forces. Once the PCs make it clear that they're Union pilots sent from the Rio Grande,
the soldiers tell them that they were sent out as part of a larger convoy to escort civilians to defense
shelters when they were ambushed and cut off from the others. They've been trying to make their
way to a nearby shelter on their own but it's been slow-going as they skirt around the fighting, and
now the bus has broken down. They need help to escort their passengers to safety.

Escorting the civilians to safety can be handled one of two ways, either narratively as an extended
skill challenge (Lancer p. 47) or as a tactical combat sitrep. A skill challenge allows players to
bring their relevant pilot triggers into play along with their mech skills, and is suitable if your
group wants to take a more narrative approach to problem-solving. Handling this as a skill
challenge can also be suitable if the GM decides that three combat scenes in this mission is perhaps
too many, such as if they're concerned about time or if the PCs took heavy damage in the previous
combat scene. Missions in Lancer can vary in length from 2-4 combat scenes depending on how
challenging the GM wishes to make things and how resourceful the players are.

As an extended skill challenge, escorting the civilians has three stages to it:
1. Repair the bus
2. Scout a safe route ahead
3. Provide an escort

The players will need to accomplish at least two of these stages. Refer to the PC Victory and NPC
Victory results on p. XX for the consequences of either outcome.

If you wish to handle this as a tactical combat encounter instead, then use the following sitrep:

Combat: Look Both Ways


Sitrep: Escort (Lancer p. 269)

Objectives: 1x Bus (Size 2, HP 20)

Enemy Forces:
For 3 PCs: 1x Archer (Hail of Fire)
1x Barricade (Drag Down)
1x Engineer (Mobile Turrets)
1x Seeder (Grav Spike)
For 4 PCs: +1x Priest (Empowered Shield)
For 5 PCs: +1x Assault (Rank Discipline)

Reinforcements:
For 3 PCs: 1x Sentinel (Impaler)
2x Cataphract (Electric Lasso)
For 4 PCs: +1x Sentinel (Impaler)
For 5 PCs: +2x Assault Grunts, +2x Ronin Grunts

The PCs begin in the Player Deployment Zone on the left side of the map, along with the mission's
objective, the bus. Enemy forces are placed in their own Enemy Deployment Zone, situated
between the players and the Extraction Zone at the other end of the map. The map is strewn with
pieces of cover from rubble and overturned vehicles, and the enemies have also created an
improvised firing position within their deployment zone reinforced with cover and extruded
polymer fortifications from a mobile printer combat chassis.

The goal of this encounter is to escort the bus to the Extraction Zone and safely extract with it by
the end of the eighth round of play. Failing to accomplish this will mean that the bus cannot safely
reach the emergency shelters, and the players will be forced to leave it behind to continue on with
their mission.

The objective moves when a character starts their turn next to it makes their standard move. In this
way, it's possible for PCs to "daisy chain" an objective forward by moving it so it ends up next to
another PC who hasn't taken their turn yet, allowing them to cover ground quickly, but if the
objective ever ends up adjacent to characters from two opposing sides then it stops moving and
can't move again until only characters from one side are next to it. Escort sitreps are about
teamwork, not just one PC being assigned to move the objective, and you may wish to point this out
if it seems like the PCs are struggling to make much headway. It's also important to note that as this
objective is Size 2, it can move through (but not stop in the spaces of) obstructions that are smaller
than itself, including other characters.

Escort missions rely on the players being able to move along with the objective, and the enemy
forces arrayed against them here are designed to make advancing forward more difficult. In combat,
the Archer will start by staying close to the dug-in firing position that has been created for it and
target PCs with Suppress and Hail of Fire, but as they get closer it will fall back to new cover
positions, including those created by the Barricade. The Barricade can create additional areas of
cover, its Graviton Lance will Slow PCs, and Drag Down also makes using even standard
movement more of a painful choice.

The Engineer is a striker that deploys turrets which can quickly grow to be an overwhelming force
all on their own if left uncontested. Up to six turrets can be placed at a time, but they have to be
placed adjacent to the Engineer which restricts their deployment, at least until it can use Mobile
Turrets to reposition them. The Sentinel is a short-ranged Defender-class NPC that threatens with
Overwatch, and whose Impaler can Immobilize players that don't respect it. You should look to
position the Sentinel in such a way that players who choose to simply run past it risk triggering
Overwatch, which it can use multiple times in a round thanks to Eye of Midnight.

The Cataphract is a mobile striker that can move through enemy spaces without being forced to
stop, allowing them to reach the back lines quickly. They can also drag PCs away from the objective
using abilities like Impale and Electrified Lasso, making it harder for them to regroup. The Seeder
is an area controller that places mines down on the battlefield, which they can either move enemies
into using their Grav Grenade Launcher or Grav Spikes or have allies such as Cataphracts move the
PCs into. Allies won't trigger a Seeder's mines just by walking over them, but can be caught in the
blast when they detonate, so be mindful of that.

You may wish to remind players that Blast weapons, as well as those with Arcing such as the GMS
Mortar, can be used to attack enemies behind cover since you check for cover and LoS from the
center of the blast itself, and some players may have abilities such as the Siege Specialist talent
Jackhammer that allows them to easily destroy chunks of cover, which can make dealing with dug-
in enemies easier. Things like the Jericho Deployable Cover system or GMS Smoke Charges can
also be used to create cover where there is none, allowing PCs to advance more safely. Similarly,
Fragment Signal's ability to Impair enemies can hinder NPCs that rely upon threatening the PCs
with additional attacks, like the Archer and Sentinel

There are four Ingress Zones placed around the map from which enemy reinforcements can enter.
At the start of any round, you can deploy 1 NPC or up to 4 Grunts from any Ingress Zone, though
the same zone cannot be used twice in a row. These reinforcements can be used to flank the PCs,
threatening them from positions which they aren't as protected from and diverting their attention
from other NPCs or the objective.

If you want to add an additional environmental hazard to this fight, you can include a number of
overturned vehicles which can act as improvised explosives if shot, marked on the map as the
vehicles which are on fire. Each one is a Size 1/2 object with Evasion 5, E-Defense 5, and explodes
upon taking any damage or heat in a Burst 1 area. All characters within the affected area must pass
an Agility save or take 2d6 explosive damage, taking half damage on a success. Both PCs and NPCs
can take advantage of these.

Remember that the NPCs will not willingly damage the objective, their goal is to stop the PCs from
extracting it, though incidental damage may occur due to area-effect weapons and systems. If the
players are about to do something that could potentially damage the objective you should remind
them that they're meant to be protecting it and ask if they're sure they wish to go through with it.
Destruction of the objective will result in there being no victor.

Outcome
PC Victory
The PCs safely clear a path for the bus and escort it through the worst of the fighting. The grateful
passengers thank the PCs for their help, and from here the soldiers will be able to make their way to
a nearby shelter without any further difficulties. Before they part ways, one of the soldiers gives the
PCs the lay of the land, informing them of some useful side routes they can make use of on their
way to reach FOB Saber. This will open up an additional Player Deployment Zone that they can
make use of during the next encounter.

One of the passengers, a young girl, shyly gives one of the PCs a well-loved stuffed rabbit for luck.
Whether they believe in such things or not, this lucky charm acts as a Custom Paint Job that, once
triggered, is permanently expended. If the PC also has an actual Custom Paint Job system installed,
then instead the effect of the charm allows them to expend it to automatically set the result of the
roll to 6 upon taking structure damage.

PC Defeat
Enemy forces prove too intractable to punch a hole through. The bus drivers, in a panic, pull the
vehicle into a hard turn down a side alley to escape the fighting. Moments later, an explosion causes
part of one of the buildings to collapse, blocking the alleyway behind them. Their ultimate fate will
have to remain unknown for now, as the PCs are forced to fall back towards their own objective,
leaving this part of the city in enemy hands.

Beat: Broken Sky


After another opportunity to rest, the PCs continue their journey as it begins to rain throughout the
city. Though they've had to fight their way across the city, they're now finally within reach of what
was meant to be their initial drop point, and as they get closer they can see why this mission has
been more difficult than expected.
Ahead of them is a train depot, through which is the most direct route to FOB Saber, and perched
aboard a train car is a mechanized chassis outfitted with missile launchers. Another Union dropship
flies overhead, part of a new wave dispatched from the Rio Grande. They've made it farther into the
city by air than the first wave did, but with no way to punch through the comms jamming the PCs
can only watch as the chassis takes position, tracks the dropship, and launches a salvo of missiles at
it. The pilots attempt to evade, but like their own dropship it takes fire and begins to fall. Moments
later they can hear the crash, and a plume of smoke begins to rise in the distance.

Sovereignty forces have deployed mobile missile batteries all throughout the city along with their
other forces, and those units are preventing any dropships from making effective landings within
the area of operations. This particular battery is positioned in such a way that it's locking down the
approach corridor to FOB Saber, which means as long as it remains active it won't be possible to
touch down near the base without serious danger.

There are other mechs deployed near the missile battery as well, arrayed in defensive positions
throughout the depot. If the players are going to reach FOB Saber and prevent more of their
reinforcements from being shot down, they'll need to clear the area first.

Combat: Downpour
Sitrep: n/a

Enemy Forces:
For 3 PCs: 1x Hive (Driving Swarm, Seeker Cloud)
1x Veteran Rainmaker (+1 Accuracy to Agility Checks/Saves, Hades Missiles,
Lightning Reflexes)
1x Elite Sentinel (Punisher Ammunition, Rapid Response)
1x Specter (Weakness Analyzer)
For 4 PCs: Sentinel: Add Commander template and Quick March trait
+1x Archer (Impending Threat)
For 5 PCs: Rainmaker: Add Elite template and Endless Rain trait
+1x Ronin (Chaff Launchers)
+2x Assault Grunts

The primary objective of the PCs in this encounter is to eliminate the Rainmaker NPC and the rest
of the enemy units stationed here. While simply destroying the Rainmaker on its own won't
instantly win the encounter, its destruction will ensure that even if the players are otherwise
defeated or forced to retreat that the anti-air defenses within this area will be neutralized, allowing
further reinforcements to safely land.

There are two Player Deployment Zones for this encounter. Zone A is always available for the PCs
to deploy in at the start of the encounter. If the PCs successfully assisted the bus during the previous
beat On the Move in a Military Manner, the information they were given notifies them of a
flanking route they can exploit without alerting the enemy in advance. One PC can deploy to Zone
B if they wish, which gives them a direct sightline to the Rainmaker.

The Rainmaker itself has taken up position behind several train cars which are big enough to block
line of sight. Each train car is 3 spaces high, and each Size 1 section of train car has 5 Evasion and
10 HP if the players wish to try and blow holes in them to create sightlines, though this may take
some time depending on the weapons they use. The Rainmaker's Missile Pods have Arcing, which
means it can make attacks using it without needing line of sight, nor does it need LoS to use its
Hades Missiles. Furthermore, by attacking characters with Lock On, its Missile Pods gain Seeking
as well as Smart and AP, which means they not only ignore the need for LoS but all cover penalties
as well. Keep in mind that this ability even works if the Rainmaker consumes the Lock On for
additional Accuracy, as Lock On is only removed from the target after the attack is fully resolved.

Because of this, the Rainmaker can afford to remain out of sight behind the train cars and still attack
the PCs, especially if other NPCs apply Lock On to them either by taking the Quick Tech action to
do so or by using things such as the Hive's Seeker Cloud. However, the Rainmaker's Javelin
Rockets do require LoS to be placed. These rockets can deny areas on the map, and can form a
potent combination together with the Missile Pods' ability to knock targets back into them, so the
Rainmaker has a choice; it can either seek to remain as safe as possible, or it can try to maneuver
itself to where it has LoS (such as the gap between the train cars) to launch Javelin Rockets and set
up a combo attack, but risk being attacked in turn.

The PCs can also try to use indirect fire with Arcing weapons to hit the Rainmaker from behind its
cover, or they can attempt to flank it by moving around and past the train cars, but the Hive and
Sentinel will do everything they can to prevent this as long as possible, cutting off the players'
movement through positioning, the Sentinel's Overwatch attacks enhanced by Punisher
Ammunition, forced movement with Drone Barrage, and deploying Razor Swarms.

There is also one other approach that the PCs could take; located within the depot is a control
station that can be used to rotate the turntable one of the train cars is resting on, and anything else
on it, by 90 degrees. This can open up clearer sightlines and even potentially expose the Rainmaker
to unobstructed direct fire if it happens to be standing on the turntable when it rotates. Using this
station requires an adjacent PC to pass an Agility check as a Full Action to make use of human-
sized controls with their mech's hands. A mech with the Manipulators system or a dismounted pilot
on foot can use them automatically as a Quick Action with no check required.

Additionally, a nearby automated cargo and maintenance crane can be interfaced with once during
the scene as a Quick Action from within the marked Crane Control Zone (this can be done either by
a dismounted pilot or from within a mech), ordering it to lift one of the specially designated train
cars and removing it from the map entirely. While this won't expose the Rainmaker, it can open up
the map and make it easier for players to maneuver around things like Razor Swarms and Javelin
Rockets that they might otherwise be funneled into.

This encounter is the first introduction of NPC templates which make them tougher and grant them
with additional capabilities beyond what they normally have access to. Both the Rainmaker and the
Sentinel have templates which give them additional Structure and Stress, making them harder to
kill, and the Rainmaker's additional Lightning Reflexes trait gives the comparatively fragile artillery
unit an additional layer of protection against heavy and superheavy weapons. As an Elite NPC, the
Sentinel gains no new abilities but instead now takes two activations each round instead of one,
which makes it a significantly more dangerous opponent. Because of its short range, Rapid
Response gives it a 1/round ability to quickly reposition itself in order to more effectively threaten
anyone trying to move past it or soften it up from a distance.

If the Commander template comes into play, don't forget to make use of its own abilities as well. In
addition to even more Structure and Stress for the Sentinel, the Voice of Authority feature allows the
Sentinel to grant rerolls on attacks to its allies, while Quick March gives enemy forces even more
repositional capabilities (but only with line of sight, remember).

Another concept introduced here is Invisibility, along with Hidden. The Specter's Tactical Cloak
makes it permanently Invisible. Invisibility applies to all attacks, ranged, melee, and tech, and can
provide a significant amount of protection to even fragile characters, but it only applies to attacks
specifically which means that things which force saves like the GMS Pattern-A HEX Charges,
ignore Invisibility. Reliable weapons also continue to deal damage on a miss against Invisible
targets, meaning weapons like the GMS Assault Rifle or GMS Pistols can steadily add up as well.
Hidden, which requires sufficient cover or Invisibility to undertake, renders someone untargetable
directly, though they can be targeted by things that affect areas such as mortars or grenades. The
Specter's Weakness Analyzer gives its Monowire Sword additional accuracy and critical damage
when used out of Hidden, making it even more of a danger if not dealt with promptly. Specters also
gain additional damage when preying on isolated targets, which the Rainmaker or Hive can help set
up through forced movement.

You may wish to remind the players of the Scan action if they seem to be struggling with the
unfamiliar abilities of these template-enhanced NPCs. Remember that NPC classes and templates
are public knowledge, available to players on request, but details of specific weapons, systems, and
traits can be kept hidden unless Scanned for.

Outcome
PC Victory
The PCs eliminate the missile battery and punch a hole through the enemy anti-air defenses.
Additional reinforcements arriving through this corridor will be able to land without risk of being
shot down, and the way is also clear to proceed directly to FOB Saber. If the PCs defeat every
enemy by the end of the fifth round, they earn one additional Exotic Gear selection (refer to
Downtime: FOB Saber on p. xx for details).

PC Defeat
If the PCs are unsuccessful or forced to retreat without destroying the Rainmaker, enemy anti-air
coverage remains unabated. They can still make their way to FOB Saber by taking a longer and less
direct route. Reinforcements are forced to break off their approach and touch down elsewhere or
risk being shot down. Further casualties are incurred, and it's a weary and wounded force that
eventually winds their way towards the base late into the night under the drumbeat of constant rain.

Downtime: FOB Saber


The sun is setting by the time you finally reach the coordinates on your tac map, within Nov Elysia's
industrial district. The sprawling complex is abuzz with activity; people moving pallets of supplies
from one area to another, squads of soldiers jogging by on their way to rally points or returning
from patrols, industrial cargo loaders trundling along with pre-fabricated fortification components
to shore up perimeter defenses.

As soon as you get within shooting distance, your systems are quickly challenged with automated
identification queries, and just as quickly your IFF codes are transmitted and authenticated. A
dozen targeting warnings vanish off your sensors as the defenses surrounding the base stand down,
and for the first time since you landed on Cressidium you feel like you can relax, if only for a
moment.

Through your screens you see Staff Sgt. Garcia waving you over. "I see you hotshots took the scenic
route, but it's good to see you all the same. We've still got units scattered all over the city, it's a real
hell of a mess. For right now follow Vonna, she'll show you to the repair bay and get your chassis
squared away, and then after that we'll get some food in you. Welcome to FOB Saber."

Forward Operating Base Saber isn't an official military base in the strictest sense. Instead, the
Amanta Motors automotive factory has been hastily put into service as an impromptu FOB for
forces in this part of the city to rally around, forming a crucial staging and resupply point for the
city's defenders and scattered Union forces.

In addition to the factory's size and relative defensibility, there's another crucial reason why it was
chosen as an operating base. During earlier negotiations, Ambassador Bannerjee had a single GMS
Schedule 1 printer delivered down to Nov Elysia and brought to the factory to showcase its
capabilities to the delegates in attendance, demonstrating the advances Union was offering as a
benefit of membership. As a result, this is currently the only Schedule-tier printer on the entire
planet.

Since the invasion began, both Union's and the factory's engineers have had the printer running hot,
feeding it raw material and printing out additional fortifications to supplement the factory's defenses
as well as spare mech parts, weapons, and ammunition. While printers are typically only capable of
printing so much so fast, Union technicians have been pushing it beyond its standard output
thresholds at the risk of drastically shortening its lifespan, but these are desperate circumstances and
they call for desperate measures. The factory's chief engineer, Vonna Mayhew, was here when the
attack began and elected to stay behind to help rather than evacuate to a shelter, and she's currently
overseeing chassis repairs and rearmament with a mix of military and civilian engineers.

In addition to being able to perform a Full Repair, the players gain one License Level of their
choice. The printer's omninet connection with the Rio Grande remains unaffected by the jamming,
and Rio informs the players that 1st Lieutenant Kim has authorized (and prioritized) additional
loadout permissions for them which can be printed and equipped to their mechs as they undergo
repair and refit. This is the first opportunity that players will have to begin customizing their mechs
with non-GMS equipment, a major part of Lancer's character advancement.

Gaining this level also means players will gain a new talent rank, a mech skill point of their choice,
+2 to an existing pilot trigger or a new trigger at +2, and increase their Grit to +1. Grit is added to a
mech's HP, SP, save target, and attack rolls, making it a very important stat both in combat and in
mech construction. At this point, players still won't have access to any manufacturer's frames
beyond GMS as those other frames only become available when taking the second level of a mech
license (such as Blackbeard License II for example), but between a new License Level, new talents,
and additional mech skill points, the players should be well on their way to personalizing their
mechs to suit their personal playstyles.

At any point during a Full Repair, players are able to completely overhaul their mechs however they
like, swapping out weapons, systems, and frames for any other options they have access to in any
combination.

In addition to choosing a license, the players also have an opportunity to use several pieces of
Exotic Gear, advanced systems that have been authorized for their use by 1st Lieutenant Kim to
help them on their mission. Exotic Gear represents weapons and systems that exist outside the
traditional licensing system and can be awarded for completing various missions and objectives.

All examples of Exotic Gear in this book are brand new systems, but you can also reward characters
with existing weapons and systems they don’t have already have access to by applying this tag. For
example, if a character wants to take Shock Knives from the SSC Metalmark but doesn’t have the
licenses to use them, you can offer them that reward as exotic gear instead.

While Exotic Gear is a great reward for running missions, giving it out freely can rapidly increase
PCs’ power levels as it gives them wider access to gear or weapons than they would usually have at
their current LL.
[sidebar]
TAG: EXOTIC GEAR
Exotic Gear: Once acquired, this system becomes a permanent part of the character, but does not
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.
[/sidebar]

These Exotic Gear options represent advanced GMS designs that haven't yet been approved for
wider distribution, but due to the extenuating circumstances of this mission permissions have been
granted for their use. The PCs can print two of these systems, three if there are 5 or more PCs, in
any combination (including multiples of the same system) and distributed among themselves
however they like. Additional copies can be gained as reserves (see the next section for more
information).

ADJUTANT-Class Comp/Con
A major cornerstone of GMS' advanced technology initiative is the planned development of a next-
generation Companion/Concierge system to replace the standard EPIPHANY-Class C/C currently
in use by Union pilots. For reasons both practical as well as ethical, widespread dissemination of
chassis-compatible C/C systems is currently being pushed by Union CENTCOMM over military
NHP design, and the ADJUTANT is the latest model to be approved for limited field trials following
First Contact Accords compliance evaluation. Utilizing a new-model ontologic bridge framework,
ADJUTANT allows for the use of selected simulant/reflex architectures to be uploaded to an
engrammatic matrix for compatible pilot integration along both first- and second-tier neural
processes. Long-term effects of repeated engrammatic synthesis are currently unknown, but early
feedback is promising with test pilots reporting minimal difficulty expressing previously unheld
aptitudes.

3 SP, Unique, Exotic Gear


AI
Your mech gains the AI tag and Active Assist. Choose 1 talent rank you qualify for but do not have
and load it onto this system's ontologic bridge. You gain access to that talent while piloting your
mech. You may choose a different talent rank whenever you take a full repair. If this system is
destroyed, any talent rank loaded onto it can't be used until it's repaired (including any systems or
mech capabilities granted by that talent).

This system isn't a full NHP and cannot enter cascade.

Active Assist
Free Action
1/scene you may take a quick action of your choice. This action cannot be an attack or force any
saves.

Pattern-C Advanced Charges


GMS' latest intelligent munition system is a self-contained, multi-mode weapon designed to be
easily deployable from a variety of chassis. Boasting advanced decision-making capabilities, each
drone-tier charge is capable of independent target selection and interception, maintaining regular
pilot-in-the-loop protocols to ensure optimal detonation parameters.

3 SP, Unique, Limited (3), Exotic Gear


You may expend a charge from this system for one of the following effects:
Smart Grenade (Grenade, Range 5, Blast 1): All hostile characters within the affected area
must pass a Systems save or they take 1d6 energy damage and become Locked On. On a
success, they become Locked On only.
Lurker Mine (Mine, Burst 1): This mine does not detonate as normal. Instead, gain the
Selective Detonation reaction, which can be taken once for each deployed lurker mine.

Selective Detonation
Reaction, 1/round per mine
Trigger: A character enters the lurker mine's space or an adjacent space or begins their turn
there.
Effect: Detonate the mine. Affected characters must pass an Agility save or take 2d6
explosive damage, taking half damage on success.

XC-BR Battle Rifle


The GMS MC-AR assault rifle currently in use throughout Union forces and beyond is a time-tested
and reliable design, and so rather than attempting to replace it outright Union CENTCOMM has
put out a call for a supplementary standardized battle rifle system which can operate alongside the
MC-AR in mixed fireteams, or as a primary weapon system for engaging heavily armored
opposition at longer ranges than the MC-TR thermal rifle. The XC-BR uses an advanced caseless
electrochemical propellant design capable of firing larger-caliber, armor defeating rounds while
minimizing recoil along with an integrated dynamic targeting system, though the weapon is still
plagued by intermittent heat issues which can adversely affect performance.

Main Rifle
AP, Overkill, Exotic Gear
Range 10
1d6 kinetic damage
On critical hit, the target becomes Locked On. You may attack characters with the Lock On
condition using this weapon as though it was Range 15.

XC-DPM Predator Nexus


One of GMS' most advanced nexus weapons currently undergoing field-testing, the XC-DPM
Predator project is the direct descendant of the earlier MC-DHK hunter/killer program, itself a
joint venture between the Advanced Projects Special Research Agency and GMS engineers. The
Predator nexus benefits from from a comprehensive targeting and autonomy upgrade,
incorporating MD+ "Muse Drive" smart weapon design. This system's heuristics, though declared
Turing-Null, display startlingly advanced target acquisition capabilities even when confronted with
active countermeasures that might otherwise confound traditional smart weapon platforms.

Main Nexus
Accurate, Smart, Exotic Gear
Range 10
1d6 kinetic damage
Attacks with this weapon ignore Invisibility.

The PCs now also have an opportunity to explore FOB Saber, talk to some of the characters here (or
among themselves), and participate in one downtime action each. Downtime actions are ways for
PCs to begin long-term projects and also acquire reserves, special supplies and advantages that can
be utilized during the upcoming mission. Even in an ad-hoc military base in the middle of an active
war zone, there's always an opportunity for creative and determined pilots to get a damn drink.
If the players were successful in destroying the Rainmaker during Downpour, the mood at the base
is optimistic. Further Union forces arrive throughout the evening, able to land in relative safety
thanks to the actions of the PCs. If they weren't able to neutralize the missile battery, the mood is
much more somber. Reinforcements arrive more slowly and with more casualties, and the base's
medics work tirelessly through the night tending to the wounded. Either way, the sounds of combat
throughout the city continue to be heard, from the staccato report of gunfire to the occasional
thunderclap of explosions in the distance.

If your players want to gain specific items or material rewards from their downtime actions, you can
either use the lists of reserves (Lancer, p. 50–52), use the more specific list here, 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 and have their own duration which will be noted in
the reserve's description.

1-2 Up-Armoring It's a simple and straightforward battlefield modification to affix


additional plating to a 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 encounter only with 5 Overshield.
3-4 Hot-Load Ammunition Adding this much additional power to a weapon's ammunition is
generally unsanctioned, but effective nonetheless. Spend this
reserve to empower your weapons. The next successful ranged
or melee attack roll 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 Drone With the intense signal jamming blanketing the city, these high-
ceiling, long-loiter drones provide some of the best intel a pilot
is likely to get. At the start of each scene, 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. Spend this reserve at the start of any combat
scene 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 LOOKINGGLASS This head-mounted sensor add-on is capable of defeating even
Overlay advanced thermal/optic/systemic camouflage systems, though it
can only operate at that level of intensity for short durations
before burning out. Spend this reserve during any combat scene
to activate the sensors. For the rest of the scene you ignore soft
cover, and you also ignore Invisible for characters within range
3. Hostile characters within range 3 can't Hide successfully,
though remain hidden if they were already.
11-12 Leg Enhancements Mechs are already built to navigate uneven terrain, but a series
of joint and servo reinforcements can make a good thing even
better. Your mech is immune to difficult terrain for the duration
of the upcoming mission. Additionally, once during the mission
you can spend this reserve to ignore Slowed or Immobilized
from a hostile source, negating that condition as it happens.
13-14 High-Mobility Pack The LSA use these externally-mounted flight units for rapid
assault and air-drop operations, and the schematics are easy
enough to modify and print to GMS standard. Spending this
reserve at the start of any combat scene allows you 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 (PC and NPC) have deployed.
15-16 Golden Ticket 1st Lieutenant Kim is only authorized to distribute so many
limited-tier licenses, but a little off-the-books code cloning by
Rio can help stretch those licenses a bit further. You gain a piece
of Exotic Gear from the listed selection.
17-18 Personal Touch It looks like Vonna's taken a shine to you, or at the very least
taken a shine to your chassis. Your mech gains a free Custom
Paint Job that lasts only 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 scene of your
choice.
19-20 Return to Sender Using a captured artillery shell as a chassis-deployed improvised
explosive device is 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. As a quick action, create a Blast
2 explosion within range 3. All characters in the affected area
must pass an Agility save or take 3d6 explosive damage, taking
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.

During this downtime period, the PCs have a chance to explore FOB Saber and converse with NPCs
if they wish. In addition to making a downtime action, you can also have each PC roll on the table
below to what sorts of things they encounter while attending to their own business, or you can
choose results off the table if you feel particular encounters would be appropriate.

1-2 "I need two units O neg! And you, grab that pad and put pressure on that wound!" Either
because you came across it while exploring or because you were taken there for injuries of
your own, you find yourself in the base's makeshift triage station just as a wounded soldier
is hurriedly brought in. They're bleeding badly and medics are short in supply, so you're
briefly drafted as an additional pair of hands, applying pressure to the wound, lifting and
turning them when told to, and fetching supplies as needed. Your hands and your uniform
are bloody by the time you're done, but the soldier is stablized and the medics send you on
your way with a thankful nod.
3-4 Your quest for fresh air takes you to the roof of the main factory complex, where several
soldiers in rain ponchos are stationed on lookout, scanning the perimeter through scopes.
"You got a light?," one of them asks as you wander close to get a better look at the city in
the distance. The cigarette smoke vanishes quickly in the rain that's still coming down.
"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 greens that bloom white with
distant explosions, the pop of gunfire streaking across the sky, and you can just make out
dark mechanical shapes stalking between the buildings.
5-6 Not being a proper military base, FOB Saber doesn't really have a mess hall, but a cafeteria
for the factory plant workers is the next best thing. A mix of soldiers and civilians have set
up shop in the kitchens, and as you make your way down there in search of something to
eat you can smell the unfamiliar but appetizing scents of food you've never had before.
Even though most of it is frozen and pre-packaged fare, it's still a step up from MREs, and
some enterprising cooks have even whipped up a local stew of some sort (or as close an
approximation as they can manage given the circumstances). Most importantly, they have
plenty of coffee.
7-8 "Come to check up on'er, huh? Don't worry, she'll be good as new. Hell, these mechs of
yours practically build themselves." Vonna Mayhew doesn't seem to mind the company in
the engineering bay where your mech is being gone over by technicians. The temperature
in here is sweltering thanks to the printer currently running far beyond normal tolerances,
and it's hard to say whether it's better or worse than being out in the rain. Vonna's happy to
let you pitch in if you prefer giving your mech a personal tune-up, and over the din of
machinery she's happy to tell you about Nov Elysia and what it's like when there isn't a
war on, including her favorite bar and a restaurant she recommends you try.
9-10 "Wow, you guys are really Union huh? Gotta be honest, I didn't think you actually existed.
Y'know, anymore." Private Regas is wired on stims, scared from his first taste of real
combat, and excited to meet people hailing from a vast galactic polity that local history
books suggested most likely dissolved following the overthrow of SecComm's
government. He's also unsure exactly where he's supposed to be reporting, as he was
separated from his unit and made his way to FOB Saber on his own. He clings to you,
peppering you with questions, eager to hear of your own exploits (even though this may be
your first mission as well), and he'd be extremely grateful if you could help get him
squared away.
11-12 It isn't thunder that rolls through the base, causing everyone to freeze before running off to
ready stations, it's an explosion. Alarms go out across the complex, the orders going out
over local comms fuzzy and distorted from the jamming blanketing the city, but your mech
is undergoing repairs and isn't ready to sortie still. Tired and tense, the defenders make
ready for hostile contact...which never comes. It seems to take forever for the recon unit to
report back that they've found the blast site, but no sign of the enemy. Was it an errant
artillery shell? A missile that went off target? It's impossible to say. The all clear is
sounded, the alarm silenced, and everyone warily returns to their duties.
13-14 "About time you showed up!" It's Naia Reynaud, another chassis pilot from the Rio
Grande. They're in a pretty good mood for someone who's missing an arm, though with
modern medical technology being what it is, a biological or cybernetic replacement will
take care of that easily enough. She wants to hear all about your trek here, and she's got
some stories of her own to share. Her dropship managed to circle around the thickest anti-
air and touched down safe, but her squad was ambushed by Sovereignty forces shortly
thereafter packing some sort of beam weapon, which is what cost her the arm. "They must
have been spec ops, it was like they were hunting for something. One of'em just vanished
into thin air when we returned fire, real freaky shit. Watch yourself out there, yeah?"
15-16 Your wanderings have taken you into the factory's administrative wing which seems to
have been put to use as an impromptu civilian shelter. You see clusters of people sitting on
the floor or borrowed office chairs, tired and scared. Some are listening to music or
reading, some talking quietly, some fruitlessly trying to find a broadcast that isn't drowned
in endless static. One of them, a woman named Zoe, approaches as she sees you and asks
if you're one of the "soldiers from the ship" and if you can help her round up some
additional supplies for their group. Extra blankets, painkillers, and bottled water would be
appreciated. You can tell she's exhausted, but she's holding it together. She has to. People
are counting on her.
17-18 "Hey! Hey Union, c'mere! We need an impartial third party for this." A group of LSA
soldiers engaged in a heated debate call you over, telling you they need an outside
perspective to help resolve the argument of, as best you can tell, whose girlfriend or
boyfriend is the cutest. You're shown an assortment of pictures and videos on slates,
regaled with stories and anecdotes, all in an attempt to sway your opinion towards one
choice or another. The in-jokes fly fast and thick along with cultural references you have
no context for, though it still feels unerringly similar to arguments you witnessed (and
maybe even participated in) during your academy days. No consensus is ever reached, and
things eventually turn, as they so often do, to arm wrestling.
19-20 You aren't sure where the cat came from. Nobody seems to be looking for a lost pet, so
maybe it wandered into the base looking to get out of the rain and away from the fighting,
but wherever it came from it seems to have taken a liking to you. It meows energetically
and trots alongside you as you go, rubbing against you and pawing at your leg for attention
whenever you stop. It's a good conversation starter at the very least, and hey, when's the
last time you petted a cat anyway? Whenever an explosion rumbles in the distance it
freezes for a moment and then moves even closer to you for protection, and when you
eventually settle in to grab some sleep it curls up on top of you, purring contentedly.

Mission 2: Briefing
Eventually the PCs manage to grab some sleep, but the sun has barely started to rise by the time
they're woken up again. The rain has finally stopped, and the base is buzzing with activity.
Messages have been arriving by courier that LSA reinforcements have been arriving and massing
just outside Nov Elysia in preparation for a coordinated push to take and secure the city's central
district from Sovereignty forces.

The PCs aren't going to be a part of that operation though, as 1st Lieutenant Kim and Rio outline
during a briefing via omnihook. They have a different objective, one that's even more crucial to the
success of this mission. It's time to do something about the comms jamming that's been blanketing
the city; as long as it remains, there are concerns that the LSA's push to retake the central district
will be picked apart without the ability to properly coordinate. Based on intel gathered from various
Union squads following their arrival at FOB Saber, it seems the Sovereignty have deployed a
network of jamming transmitter units throughout the city. Some squads managed to destroy several
that they encountered on their way to the base, but that wasn't enough to bring the network down.

In order to neutralize the jamming, the entire transmitter network is going to need to be taken
offline. Fortunately, Rio has put together a viral code-spike package that should be capable of
disabling the network from a single transmission point. Once loaded onto the PCs' mechs, all they
need to do is find a transmitter unit and upload the program, which will happen automatically.
However, this will require close proximity access in order to establish a clean link, which means
finding and securing a transmitter long enough for the program to upload itself.

Local LSA forces believe there to be a jamming transmitter located within striking distance of FOB
Saber, but their intel also suggests that Sovereignty forces are heavily reinforcing it, including
sightings of airborne units patroling the area. Once the PCs have finished checking over their mechs
and all preparations are complete, they're headed back out into the city to take this transmitter and
shut down the jamming once and for all.
Mission Objectives: Neutralize the enemy jamming network, then locate and secure Captain Farris
and Ambassador Bannerjee.
Mission Parameters: Intel places the nearest transmitter within a nearby financial/commercial
district. The area is densely packed with tall buildings, and there are reports that the Vestan
Sovereignty has begun to deploy air assets in defense of its strongpoints throughout the city. The
existence of the jamming network also indicates that the Sovereignty has significant electronic
warfare assets at their disposal; anticipate systemic invasion and localized sensor jamming/optical
camouflage-equivalent capabilities.

The sun is rising over Nov Elysia by the time you set out. The rain has finally stopped too, though
the air still smells like smoke and gunfire. It'll take a lot more more to wash all of that away, but it's
a start. Your nav-points are set for the target location. Word's been steadily coming in about the
LSA counterattack set to push into the heart of the city. It sounds to be a big one, but as long as
those jammers are still in play the Sovereignty has the advantage.

And somewhere out there, the captain and the ambassador are waiting. Maybe they're holed up in a
shelter, maybe they're in enemy hands. There are other possibilities that you don't want to think
about just yet. You've come too far to start second-guessing things. The mission's bigger than just a
rescue op now, and others are counting on you to level the playing field.

Compared to how hard you had to fight to make it this far, the going through the city is so
uneventful that at times you could almost forget there's a war on. Seems like the enemy's pulled
back from this area, likely regrouping and reinforcing key strongpoints, like the one you're
approaching now. As you get closer to the target area the jamming intensifies, glitching even your
short-range sensors and distorting your visual feeds with artifacts and ghost images.

Then one of those ghost images opens fire, and all hell breaks loose.

Combat: Clear the Air


Sitrep: Control (Lancer p. 268)

Enemy Forces:
For 3 PCs: 1x Ace (Bombing Bay)
1x Breacher (Superior Ram, Follower Count)
1x Demolisher (Kinetic Compensation, Concussion Missiles)
1x Veteran Mirage (+1 Accuracy to Hull Checks/Saves, Manifest False Idols, Viper's
Speed)
1x Witch (Chain)
For 4 PCs: +1x Assassin (Spinning Kick, Cloud Projector)
For 5 PCs: Demolisher: Add Veteran template, +1 Accuracy to Hull Checks/Saves, and Limitless
trait
Assassin: Add Elite template and Explosive Knives system

The PCs begin in the Player Deployment Zone along the bottom of the map, and the NPCs begin in
the Enemy Deployment Zone along the top. Some NPCs may be held in reserve as reinforcements if
you wish, entering play at the start of any round from the Enemy Deployment Zone. On the map,
between the two forces, are four Control Zones. This encounter takes place in an area full of tall
buildings which can be climbed up or ascended with flight systems.

The primary objective of this encounter is for the PCs to secure control of the area by scoring as
many points as possible. Points are scored for holding the four Control Zones located around the
map. If characters from only one side occupy a Control Zone at the end of each round, that side
scores 1 point, scoring an additional +1 point if they control all four zones. If characters from both
sides occupy a zone, it is contested and neither side scores a point. This encounter lasts for six
rounds, when final scores are tallied.

This encounter introduces several important NPC concepts into play, beginning with dedicated tech
attackers. The Mirage and Witch are both powerful support and control units whose tech attacks can
disrupt opponents while also applying heat to them, making it more risky for PCs to use weapons,
systems, or abilities that cost heat and pushing them closer to reactor stress. Remember that tech
attacks still require line of sight, but they ignore all cover penalties. The Witch has a number of
potent abilities at its disposal such as Blind and Predatory Logic (keep in mind Predatory Logic
can't be used to fire Superheavy weapons, as those require Barraging unless specified otherwise),
but its Chain ability will be most useful in making it harder for the PCs to move across the map
towards the Control Zones.

The Mirage, by contrast, focuses more on helping its allies reposition thanks to its sensor-glitching
teleport abilities that let it shuffle other NPCs around the map. Most notably, this includes the slow
but hard-hitting Demolisher. The Demolisher is otherwise slow to maneuver, but very hard to
dislodge off of objective points thanks to its large size and Heavy Frame trait, and it hits extremely
hard with its Demolition Hammer. The Mirage is able to reposition the Demolisher to where it can
do the most damage, including right into the middle of the PCs, who may be unprepared for it to
close the distance so quickly.

The Mirage's Dataveil makes it, or an NPC it transfers the ability to, permanently Invisible. If the
Mirage moves Dataveil over to an ally, it becomes significantly more vulnerable itself, which can
also provide the PCs with an opportunity to take it down, so care should be taken when selecting
who benefits from this potent defensive ability.

This encounter also introduces flying NPCs. The Ace is a fast and hard-to-hit aerial striker that can
go wherever it needs to, launching missiles and dropping bombs on targets below. Despite its low
HP, its high Evasion and Barrel Roll ability can make it difficult to shoot down. However, if the PCs
lack any significant ranged damage capabilities, such as being much more equipped for CQB and
melee ranges, you may wish to substitute the Ace for an Assault (Micro-Missile Barrage) instead to
prevent frustration at being unable to reach it from the ground.

As well, two additional NPCs are introduced in this fight. While the Assassin isn't capable of the
same degree of flight as the Ace, its Kai Bioplating trait makes it incredibly maneuverable, capable
of climbing at full speed and leaping over gaps with ease, which gives it an advantage in encounters
featuring vertical terrain and pitfalls that other units wouldn't be able to navigate around so easily.
Leap does grant it flight, if only in short bursts, and its Heated Blade not only gains increased
damage when it targets enemies it knocks Prone itself, but also when used against enemies that have
been Stunned by the Demolisher. Spinning Kick can also be used to force PCs away from Control
Zones or off of rooftops. Remember that once the Assassin's Mark trait is used on someone that it
can't be reapplied until that marked target is destroyed, so choose it with care.

The Breacher, meanwhile, doesn't fly but it instead smashes through obstructions, meaning it can
take unexpected flanking paths through the buildings and cover throughout the map. Its Dual
Shotguns are inaccurate but hard-hitting, benefitting from targeting Prone enemies and those with
comparatively lower Evasion. Breach Ram allows it to move through obstructions and knock
characters Prone, augmented by Superior Ram, but with its strict Recharge limit you should plan
around only being able to use it infrequently. Its Follower Count ability allows it to mark a specific
target, gaining additional mobility towards them as well as greater accuracy with its attacks against
them, compensating for the Dual Shotguns' inherent inaccuracy.
Something to note here, for the purpose of sitreps, is that while Drones count as characters for
various effects and abilities, Drones do not contest objectives. This means that players can't use
GMS Turret Drones or similar systems to contest or hold Control Zones. An actual mech, vehicle,
or person is required to successfully control or contest a Control Zone.

Outcome
PC Victory
The PCs successfully hold the area long enough for Rio's code-spike to upload itself to the
transmitter. Within moments, the viral payload spreads throughout the network, disabling it and
finally lifting the jamming signal from Nov Elysia. Analysis of both the jamming transmitters and
the downed enemy e-war rigs gives one player a hastily-compiled wideband spoofing program that
can be activated to blind enemy sensors. As a protocol, they or an ally of their choice becomes
Invisible until the end of that character's next turn. This program lasts for a single use before
burning out.

PC Defeat
Failure is not an option here; without those jammers taken offline, any push on the central district is
bound to grind to a standstill, and with every passing hour the chances of recovering the
ambassador and the captain grow less likely. Pinned down by enemy fire, the PCs have one last shot
at uploading the program before they're forced to retreat, but in order to do so one of them will have
to spend their Core Power in order to force the broadcast through. If somehow no player has an
unspent Core Power, then a player will instead of to spend one reactor stress (this does not cause an
overheating check). The network does come down, but not before further friendly casualties are
incurred in those chaotic moments between when the main assault begins and the jamming is finally
cleared for good.

Beat: Bootleg Play


As soon as the jammer network goes offline, everything's quiet for a moment, and then a cacophony
of voices pushes past the fading static as signals can finally get through over comms.

-shit, we've got a man down-


-contact left, contact left-
-can hear you loud and clear-
-immediate fire mission, danger close-
-need suppression on that building-
-systems back online-

It takes another moment for clear comms channels to be established, but once they are the PCs can
listen in as the LSA reinforcements, bolstered by Union forces, continue their advance on the
central district. With the jamming no longer active the advantage is now theirs, and their
coordinated push is driving Sovereignty forces into a retreat.

From here, the PCs receive orders from the Rio Grande to rendezvous with the main fighting force,
but they don't have a chance to travel far before an unfamiliar voice cuts in over comms.

"This is Sergeant Callas to, ah, Union command vessel. My squad has just secured the Hall of
Consuls and we have no sign of either principal here. We're checking with all defense shelters in the
area to see if they were evacuated to one of them, but so far we've heard nothing-"

When another voice interjects, this time it's one the PCs immediately recognize; Rio has something
for them.

"I've got a signal from the captain's ontological implants! She's moving fast, heading towards what
looks like a port facility. Belay the rendezvous, I've got a dropship inbound for your location, get
aboard and follow that signal!"

Sure enough, a few moments later a Union dropship roars overhead and touches down, the hatches
opening to allow the PCs' mechs to clamber aboard before it quickly takes off once more, moving
full speed towards the captain's signal. Despite the hurried nature of this airlift, the PCs are still able
to take a rest and quickly patch up their mechs while en route. In the air for the first time since their
rough landing the day before, they now have a much clearer view of the destruction throughout the
city, but they can also see LSA forces steadily pushing the Sovereignty back.

Nov Elysia is a coastal city with a number of major ports, one of which the signal is bearing straight
towards. Through cameras, viewsceens, or open hatches, the port facility soon comes into view,
with warehouses and stacked rows of shipping containers spread out beneath them, and as they
close in on the signal the PCs are shown how the Vestan Sovereignty was able to deploy forces to
Nov Elysia in such numbers without being detected as a stealth submarine carrier breaches the
surface up ahead. From above, they can also see the Captain Farris and Ambassador Bannerjee
being forcibly marched towards the sub. It seems that the Sovereignty, no longer able to hold the
city, is attempting to execute a withdrawal while taking a pair of valuable prisoners along with
them.

The PCs don't have a moment to lose. By the time they deploy from the dropship the captain and
ambassador are already aboard the sub, which means they'll need to disable it before it can
submerge and escape. But the Sovereignty doesn't plan to give up the ship lightly, and enemy units
begin quickly deploying from the submarine's launch decks and moving to engage...

Combat: Leviathan
Sitrep: Gauntlet (Lancer p. 271)

Enemy Forces:
For 3 PCs: 1x Barricade (Drag Down, Hunger/Pursuit Limpets)
1x Hornet (Umbral Interdiction)
1x Pyro (Siege Armor, Explosive Jet)
1x Scourer (Supercharged)
1x Scout (Dataveil, Orbital Strike)
1x Sniper (Moving Target, Shroud Charge)
For 4 PCs: Barricade: Add Elite template and Titan-Snare Drone system
Pyro: Add Veteran template, +1 Accuracy to Hull Checks/Saves, and Acrobat trait
Scout: Add Commander template and Quick March
For 5 PCs: +2x Assault Grunts
+2x Sentinel Grunts

The PCs begin this combat in the Player Deployment Zone at the far end of the pier, arranged
however they like. Half of the enemy forces are deployed to the Enemy Deployment Zone, the top
deck of the submarine carrier which is making preparations to dive. Half of the NPC forces are held
as reinforcements.

The goal of this encounter is for the PCs to occupy and control the Enemy Deployment Zone, which
also constitutes the objective zone. At the end of the eighth round, if there are more PCs inside this
enemy zone than enemy characters, the PCs have secured the submarine long enough to prevent it
from diving and allow them to rescue the VIPs. Each PC and NPC counts as a single character
(except for drones), but some templates affect how much a given character counts as. Elites count as
2 characters, for example, while Grunts only count as 1/4 each (but this means even a single Grunt
can tip the scale in favor of the enemy if not dealt with).

The route to the submarine is heavily protected by various pieces of cover, a mix of shipping
containers and deployed barriers, some of which are big enough to block line of sight along the
way. There are also four Ingress Zones arrayed around the map where the reinforcements can
choose to enter from. At the end of the first round, all reinforcements pick a single Ingress Zone and
enter all at once, arriving in a group rather than entering battle one at a time.

The submarine itself is also surrounded by water. Anyone, PC or NPC, who falls into the water
counts as being Prone until they leave the water; for the duration, attacks against them are made
with +1 Accuracy, they're Slowed, and they move as if in difficult terrain. Characters with a
propulsion or flight system, including things like EVA modules and jump jets or similar capabilities,
aren't affected by this and can treat the water as normal terrain instead.

This group reinforcement is one of the key features of the Gauntlet sitrep, allowing you to choose
where to best deploy your forces to make the approach to the objective zone most difficult. You
could choose to deploy them to an Ingress Zone closer to the objective, or to a zone that the players
have moved close beside or even moved past in order to catch them in a flanking attack. How you
choose to divide your forces here can also play a factor. By default, the Barricade, Scout, and Sniper
will be deployed to the Enemy Deployment Zone to start, leaving the Hornet, Pyro, and Scourer to
serve as reinforcements. Should the Assault and Sentinel Grunts come into play, you can either have
the Assaults deploy within the EDZ while the Sentinels come in with reinforcements, or assign all
of them to one of the two groups.

This encounter introduces several new NPC classes. 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 easier, and Reliable weapons can whittle them down as well. The
Scourer is a hard-hitting single target striker that wants to attack the same target repeatedly in order
to activate their Focus Down trait. Their weapon incurs self-heat and they can also be easy to
overheat, though their Cooling Module can help with that if they're allowed to remain in place
without moving. Remember that regular NPCs won't melt down if pushed past their heat capacity,
they simply become Exposed until they take the Stabilize action, so a Scourer can continue to act
and even attack when above their heat cap, though they'll take double damage from most attacks.

The Scout and Sniper both work well individually, but also work well together as a team. The Scout
is a support whose Marker Rifle deals no damage but Locks On to targets and prevents them from
benefiting from Invisibility or Hiding, and also Shreds them as long as they remain Locked On.
Being Shredded prevents a character from benefiting from armor or resistance, such as from
Bracing, which means the Sniper's Anti-Materiel Rifle will be able to deal its full damage on a hit.
The Sniper also has a potent Sniper's Mark which can allow it to deal structure damage directly,
which can't be reduced or resisted at all. Moving Target allows the Sniper to wait to fire its weapon
until someone moves, daring PCs to approach it, or if its rifle is unloaded it can reload it for free
instead. The Shroud Charge allows the Sniper to blanket an area in a concealing cloud that blocks
line of sight into or out of the area for all characters except the Sniper itself, protecting itself and
nearby allies while allowing it to freely shoot at targets while the cloud lasts, a potent combination
with Moving Target.

The Scout also has Dataveil similar to the Mirage in the last combat encounter, allowing it to give
itself or allies Invisibility, and has a powerful Orbital Bombardment ability it can target the
battlefield with (in this case, directing missiles launched from the submarine).

Outcome
PC Victory
There are actually several possible outcomes here depending on whether or not you wish to
continue exploring the narrative of Cressidium and the Vestan Sovereignty or simply treat this set of
missions as something more self-contained. If you want to wrap things up more conclusively, then
the PCs halt the submarine's departure and are able to successfully extract both Captain Farris and
Ambassador Bannerjee. If you want to leave things more open-ended for further missions on
Cressidium, you can instead choose to have them successfully rescue one of the two, but the other
will be evacuated ahead of the PCs on an underwater escape shuttle along with several of the
submarine's command staff.

PC Defeat
If the PCs fail to secure the submarine in time, then it dives beneath the water with both the captain
and ambassador aboard. Even with the jammers neutralized, the submarine's stealth capabilities are
enough to allow it to swiftly vanish from sensors as it retreats with its prisoners in tow. Where
things go from here are up to you.

Beat: Nemesis Pyre


Though the time between the last scene and this one are relatively brief, the PCs should still be
given the opportunity to take a rest and repair their mechs if they wish. Running multiple combat
encounters in a row without a rest is something that should typically only be done if the players are
aware that this is likely to occur in advance.

With the submarine having been dealt with (or fled), all that's left for the PCs to do now is await
their own extraction. One way or another, the tide in Nov Elysia has turned, in no small part thanks
to their actions. And it's only natural, then, that those actions have earned them unwanted and
hostile attention.

As the dropship that ferried them here circles back to pick them up at a suitable landing zone not
too far from the pier, a searing beam of light splits the air beside the PCs and lances through
buildings and shipping containers without pause, carving a glowing, molten path in its wake. The
detonation of several ruptured fuel tanks sends enormous fireballs into the sky, and the dropship
veers off sharply to avoid both the explosions and whatever it was that caused them. The extracted
VIPs, should they have been rescued during the last encounter, run to cover before spreading fire
cuts them off from the PCs.

Through the flames and heat-haze shimmering above flash-molten metal, they catch a brief glimpse
of a mech just as it disappears with a crack of displaced air, reappearing elsewhere a second later.
The design is clearly Vestan, but it looks more advanced than the others they've faced so far, sleek,
menacing, and bristling with weapons.

As the mech stares them down, the PCs hear a cold voice crackle over their comms. "Your
interference ends now. Burn it all down," the voice says as more hostile contacts move into position,
fire beginning to spread across the docks, "no survivors."

Combat: Wake the Furies


Sitrep: n/a
Enemy Forces:
For 3 PCs: 1x Hive (Driving Swarm)
1x Ultra Operator (Operator options: Fade Generator, Telefrag, Nova Missiles; Ultra
options: Short-Cycle Lance, Limitless)
1x Pyro (Explosive Jet)
For 4 PCs: Hive: Add Elite template and Motile Swarm trait
For 5 PCs: Operator: Add Commander template and Quick March trait
Pyro: Add Veteran template, +1 Accuracy to Hull Checks/Saves, and Legendary trait

Reinforcements:
See below for details

The PCs begin this final battle of the mission in the Player Deployment Zone, while the enemy
mech deploys anywhere within the Enemy Deployment Zone. There are also four Ingress Zones
similar to the last combat encounter which enemy reinforcements will be entering from throughout
the course of this encounter.

This encounter introduces the Ultra template, a powerful template that can turn an NPC into a
significant threat all on its own. Ultras have significantly more structure and stress than even an
Elite or Veteran, being on par with a PC mech in terms of resilience, and they have a wide variety of
additional capabilities and optional systems at their disposal as well. Ultras take additional turns
each round similar to Elites, two per round by default and increasing to three per round against 5+
PCs, they regain expended reactions each turn, they can automatically clear conditions from
themselves, and more. Ultras can often form the centerpiece of a battle, though they benefit from
having allies who can assist them and draw fire away from them as needed.

The Operator is a highly mobile NPC that utilizes precision weapons from a distance. Unlike the
Sniper, the Operator likes to remain mobile, and has multiple ways to teleport across the battlefield
in order to line up advantageous shots with its Raptor Plasma Rifle. Teleportation doesn't require
line of sight, which allows the Operator to relocate behind obstructions that block LoS in order to
kite enemies, and their Nova Missiles have Seeking which allows them to attack while ignoring
LoS themselves. They can also perform a powerful Barrage using both their plasma rifle and
missiles together if they happen to have their targets lined up where they want them.

The Ultra capabilities granted to this Operator also include a devastating Short-Cycle Lance, a
system that can annihilate objects and deal structure damage to any PCs unfortunate enough to be
caught in its area. A number of scattered shipping containers line the map, and while these are too
large for the Lance to annihilate completely, it will carve holes through them which can open up
new sightlines and passages. Limitless allows them to Overcharge and take additional actions
during their turn as well, though it does risk pushing their heat cap higher with every use.

Should the players Scan this NPC, they can choose to discover some details about its pilot, Colonel
Sorvan Kiros of Vestan Special Operations Unit 33, also known as the Furies. Apparently he was
responsible for orchestrating several key aspects of the attack on Nov Elysia and has been active
throughout the city during the attack leading his unit in various missions of their own. A number of
files pulled from his systems also make repeated references to something called TARTARUS.

The Operator is also accompanied by reinforcements as well. These reinforcements are Grunts
drawn from the Hornet, Scourer, and Sentinel NPC classes. At the start of the second round, and at
the start of any round thereafter, you may deploy up to 2 Grunts however you like among the
Ingress Zones, up to a maximum of 4 throughout the encounter. No more than 2 Grunts can be of
the same class; if you've already brought a pair of Hornet Grunts onto the field, you need to choose
other classes when bringing in further reinforcements.

Placed around the map are a number of fuel tanks which can explode when damaged (or if the
Short-Cycle Lance is turned upon them), similar to the overturned cars in Look Both Ways earlier.
These are Size 1 objects with Evasion 5, E-Defense 5, and they explode upon taking any damage or
heat in a Burst 1 area. All characters within the affected area must pass an Agility save or take 2d6
explosive damage, taking half damage on a success. The affected area then becomes a patch of
burning fuel that counts as dangerous terrain. Characters who end their turn in this terrain or move
into it for the first time in a round must pass an Engineering check or take 5 burn. Any cargo
containers that are within the blast radius of one of these exploding fuel tanks are completely
destroyed, removing them from the map.

The goal of this fight is simply to destroy the enemy forces and survive. Once destroyed, the
Operator self-immolates in a gout of plasma, leaving nothing behind but slag and smoldering ash,
and after their destruction no further reinforcements will deploy into the fight.

Outcome
PC Victory
With Colonel Kiros and his lieutenants defeated, the remaining Vestan strike forces retreat or
surrender. Rescue teams are able to clear a path through the raging fire, and the PCs are finally able
to safely extract aboard a dropship along with those they rescued.

In addition to various files they may have pulled from Col. Kiros' mech prior to its self-destruction,
their combat data of its weapons systems during the fight are flagged for further analysis, and
following rapid prototyping one of the PCs is selected to participate in field-testing of a chassis-
portable Miniaturized LinAc Coherent Beam Cannon, granted as a piece of Exotic Gear.

PC Defeat
If the players rescued Captain Farris and Ambassador Bannerjee during the last beat, then defeat
here means that they're lost. This could mean that they're killed, though it could also mean that Col.
Kiros recaptures them once more; in either case, the PCs have failed to secure them.

The PCs themselves are also in danger of being killed until timely reinforcements arrive, dropships
flying overhead and strafing the Vestan mechs with gunfire. With a parting look, Kiros and his men
retreat into the flames and vanish from sight. Rescue teams clear a path through the fire shortly
thereafter to pull out whoever remains.

Miniaturized LinAc Coherent Beam Cannon


Cressidium's self-imposed isolation from Union has led to a number of divergent technological
advances over the centuries, among them the pursuit of more compact lance weapon development
as opposed to further exploration and refinement of naval long-cycle weaponry. Weapon engineers
looked to miniaturization, incorporating chemical/exotic metal batteries and rapid-charge fire
cycling systems suitable for use on smaller and smaller platforms, ultimately including mechanized
chassis. This example, reverse-engineered from combat data gathered by Union pilots during an
engagement against Vestan Sovereignty special forces, appears to be a descendant of old linear
accelerator coherent beam cannon designs, a weapon now considered out of date by contemporary
naval standards but which is nonetheless exceedingly lethal when employed at this scale.

1 SP, Unique, Full Action, Exotic Gear


Your mech gains another Core System in addition to its own, that can be used 1/mission.
LinAc CBC (requires 1 Core Power):
Full Action
Activate this devastating charged particle cannon, firing it in a line 30 area. All cover, terrain,
objects, and deployables smaller than Size 5 in this area are boiled away instantly, and then all
characters within the area must pass an Agility save or take 14 energy damage, taking half damage
on a success. This damage can't be reduced in any way. Characters with 7 HP or less, only 1
structure remaining, and no Immunity to damage are instead instantly and automatically destroyed,
annihilated utterly and leaving no wreck behind.

You can take no other actions on the same turn you activate this particle cannon except for your
standard move or Boost, and the stress of firing it causes you to become Stunned until the start of
your next turn.

After Action Report: Operation Solstice Rain


With the jammers neutralized and LSA reinforcements continuing to push Sovereignty forces out of
the city, the battle of Nov Elysia soon comes to an end. Sporadic pockets of Sovereignty resistance
left behind during their retreat will be mopped up in the days to come, but for now the battle is over,
though what's happened here may simply be the opening salvo in a much greater war.

Whether the PCs ultimately succeeded or failed in their mission, they've gone through a trial by fire
and come out the other side largely intact, an impressive first outing for any untested squad of
pilots. War is never bloodless, nor is it kind, and sometimes survival is the best anyone can hope for.
In the aftermath will come medical treatment, debriefings, and well-earned sleep, along with
celebration and congratulations if the mission was a success or solemn drinks and commiserations if
it wasn't. Deservedly or not, the outcome of a mission such as this will influence how others view
the PCs, and may very well plant the seeds of future reputations and rivalries.

Regardless of the outcome, the PCs are granted another Full Repair and another License Level,
bringing them to LL2. This is the first level at which they can unlock manufacturer-specific frames
outside of GMS, giving them access to more specialized mechs with new sets of traits and core
powers. They may also decide to use this opportunity to reallocate some of their talent points or
their existing licenses if they wish (Lancer, p.18).

Operation Solstice Rain ends here, but that doesn't necessarily mean that the PCs' time on
Cressidium has to end with it. While you can elect to move on to new locations and new missions
from here, the conflict between the LSA and the Vestan Sovereignty remains enough of a crisis to
serve as an ongoing campaign, especially if either Captain Farris or Ambassador Bannerjee remain
prisoners of the Sovereignty; Union won't simply leave them to their fate, and the PCs may find
themselves called upon to finish what they started.

Should you decide to continue focusing on Cressidium, here are some questions that can serve as
potential plot hooks to explore in future missions:

• Taking and holding a city the size of Nov Elysia, even with the element of surprise, is
extremely difficult, and chances are good that Sovereignty forces would inevitably have
been forced to retreat. What was their objective with this attack, then? Was it simply to
disrupt the negotiations and capture valuable Union prisoners for leverage? Or did they have
another objective being carried out even as the PCs were on their own mission? Perhaps
Special Operations Unit 33 was tasked with locating and securing military secrets, prototype
technology, or another VIP. Perhaps their true objective lay elsewhere, and the attack 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, to openly go 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 nation forced this conflict for their own
ends?
• What is TARTARUS? Files extracted from Colonel Kiros' mech repeatedly reference it, but
even when decrypted exactly what it pertains to remains 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?

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, with 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.

Time to get to work, pilot.


Appendix: GMS Ebro-class Light Carrier
The following Carrier hull is available for use in Lancer: Battlegroup, a game of tactical naval
combat that takes place within the Lancer universe. You can find Lancer: Battlegroup at [INSERT
LINK].

GMS Ebro-class Light Carrier


Produced in modest numbers during Union's Second Committee era, the Ebro-class light carrier was
most often used as an escort vessel accompanying second-line naval units, filling gaps and
providing close-proximity carrier support as needed. Following the rise of the Third Committee and
its reorganization of Union's navy, the Ebro has seen a resurgence as a fast and flexible alternative
to full-sized line carriers such as the Amazon-class. Though smaller than her siblings, the Ebro is
nonetheless capable of fielding wings of strike craft, and it serves just as effectively during fleet-
level operations as it does as a patrol vessel, its sleek and compact profile capable of quickly
responding to the shifting lines of battle.

3 points 14 HP 2 Wings 15 Defense

ESCORT FORMATION
Trait
This ship can be assigned to a Defensive Screen as though it was a Frigate.

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