Last modified 01/27/01
Rescue and Relaxation
The characters will spend the next two weeks while
on the SS. Alabama. Although they are technically not assigned to any of
the strike teams that will regularly be sent out for mop up of the Exford
system, they will have the opportunity to fly on a few patrols. Patrols are sent out every 30 minutes. These patrols can traverse widely
varying terrain, although the composition of the patrols are fairly
Roll for terrain.
Typically these patrols last 2d6 hours and one
must roll on the following chart, every 2 hours, to see if they encounter
any resistance (add +25 for on planet, +10 for in the asteroid belt)
Typically the normal patrol squad consists of 3
alpha, and 3 betas. The players will be issued any of the normal weapons
and veritechs; however no shadows.
+400 xp if they go on the mission in addition to any
other bonuses that the GM might apply
Rest, or at lease until the next mission
The players, after spending two weeks on board
the SS. Alabama will finally return to Tirol for the final mission. Talking
to the crew on board the Alabama (+50), one will discover that the moral
seems to be incredibly high, perhaps the highest since the beginning of the
Sentinel campaign. Common themes will include: "We seem to be pushing back
those invid slugs", etc.
The players will once again return to the REF high
command complex, use the maps from macross II. They will stay in the upper
levels of tower number two. Security will be extremely tight, and the players
will notice that many of the security personnel are from the ghost squadron
(+10 exp on perception -2). The lower rank guards / pilots will respect the
characters be will not be overly friendly.
The characters will spend 3 days in the REF high
command complex. During this time, the characters could find out the
Official enquires to Colonel Crichell will be met
with polite silence.
After the third day, a Sergeant will come to their
rooms with the following small sealed bag, the inside consists of a small
disk, similar to 3 1/2, encrypted to Captain Olson's personal security
To: Captain David Olson, commander Eagle's Talons strike force.
From: General John Adkins, REF high command.
Captain you are hear by ordered to assemble your
team at the security office on level 2 in tower 1 today at 13:20 hours. Bring
personal effects for 2 weeks. A mission briefing will follow immediately
after. This mission has been classified top secret, tell no one of any
No one will make sure that the team will assemble
at the security office at 13:20 (+10 exp if they are 10 minutes early). At
which time the group will have is security badges checked and brought into
the command chamber.
Upon entering the room 11, the players will be
escorted to on of the many platforms in the command room. The players will
notice that most of the soldiers in the room are of the rank Major or greater,
Colonel Jackson from veritec commander of the SS. Alabama.
General Adkins will rise and speak.
Now that we are all present, let us begin. As most
of you know, the invid regent has been forced to wage a defensive campaign
for some time. The REF high command feels that now is the time to bring the
war to him. I have known the fine soldiers that belong to the eagle's talons
for many years, and trust them implicitly. I have made the decision to have
the eagle's talons perform this all important mission.
[a picture of the Tzuptum system appears in the
center of the room]
As most of you know, Optera is the 5th planet in
the Tzuptum system approximately 1250 light years from here. The star itself
is a unremarkable G4 star, fairly common in this part of the universe. However,
what makes this system special, is that it is here that Zor was able to unlock
the secrets of protoculture. The results of this discovery spread death and
destruction across all of known space. The invid regent and the Robotech
Masters began the Protoculture wars over 400 generations ago, and we are
here to bring this destructive war to an end.
[He turns towards the group]
That is the reason why you are here. The eagles
talons is to be the first anvil blow against the invid regent.
[A second holographic image appears]
This is monstrosity is called by the Zentraedi
a "Red Moon". Early in the war against the Robotech masters when there
protoculture supplies were plentiful, the invid were able to field as many
as 10,000 of these. Now with his forces in retreat, the regent is trying
to build one final one to turn the tide. We can not allow this to happen..
[Third holographic image appears]
REF intelligence as folded in several unmanned
probes into the tzuptum system and made relativistic fly-by of the space
docks where this "red moon" is being constructed. Intelligence believes that
the regent is within 1 month of completing this weapon. The physical dimensions
are evident from the diagram, but it should be noted that the red moon is
[the first holographic image appears , system
This mission has been known as operation doolittle.
You are to fold into the Tzuptum system aboard the SS. Alabama. The Alabama
will be traveling at .16 the speed of light when it first enters the system.
At this speed your fighters do not have the delta v to slow down enough to
make any sort of attack against the invid space dock. However noticing the
system map, shows that there is a large gas giant out a 4 au from the primary.
You will aerobrake in the upper atmosphere of this gas giant and slowly spiral
into the lower atmosphere as your velocity decreases.
Your veritecs will be loaded inside a large container,
not unlike the external fuel tank of the old space shuttle. However, this
"tank" has a pin point barrier system, located in the rear of the tank, to
protect the forward portion. Upon exiting the gas giant, our computers have
predicted that your velocity should be approximately 1,000 km/sec (relative
to optera). The fuel tanks on the veritec rack has enough delta v for 1200
km, you will slowly decelerate using forward micro thrusters at 0.005 g for
6 days. This will put you out at the outer defense line of the invid, 2,000,000
km. with 200 km/sec delta v to spare. When you discard the veritec rack will
be up to Captain Olson.
At this point your task force will commence the
attack upon the red moon.
[at this point a subordinate will whisper into
General Adkins ear] and he continues
I almost forgot to tell you about the two special
items that will be used on this operation. The scientific wing has recently
developed 6 1 megatonne warheads to be placed on a standard long range missile
booster. What makes this special weapons, is that instead of the normal
"fissionable" plutonium fission initiator, these weapons use .65 grams of
anti matter. This produces a extremely clean fusion device and will allow
any troops to be in the blast area immediately after any event without any
REF intelligence believes that 3 of these missles
detonated at the center of the red moon will destroy it. Of course this means
that you will be required to travel inside this "death star" to deliver these
The second item is the use of robotic ghost
[holographic view of the ghost fighter appears]
During the Sentinels campaign it become apparent
that an unmanned squire was needed for the heavily outnumbered veritec squadrons.
REF engineers took the basic design used for the QF-3000 an added more powerful
engines, sensor equipment, 2 missile bays, and a more powerful artificial
intelligence program. Unlike the previous version of the ghost fighter this
fighter was trusted with long range missiles. This is due in part to the
more powerful computer program that can project the flight paths of friendly
fighters, as well as the added safety feature of having the orders issued
to the ghost through the manned veritec computers systems. Before entering
the battle the manned unit must decide which tactic the ghost fighter will
1. Standoff - remain outside the conflict zone
2. Attack my target - ghost fighter will attack players target
3. Attack everything - ghost fighters will randomly attack targets
4. Break and attack - ghost fighters will break formation and attack targets randomly
5. Any combination of these - however orders must
be given to each individual or groups of units
During combat it takes one full module to change
the orders to each individual or groups of units.
e.g. Before entering combat P.C breaks ghost fighters
into two groups : gold and silver. He orders gold to attack my target and
silver attack everything. In the middle of combat he decides to order gold,
and silver to break and attack. This action costs to modules - one for gold
and one for silver.
Because of the limits placed on the computer system
for the fighters, normal vaf-6 and vbf-1 fighters can have up to 3 squires
maximum. Veritecs with more advanced systems can have up to 5 squires.
In addition the REF engineers added a shadow cloaking
device to protect not only the squire but also the manned veritecs from being
detected by invid protoculture sensors.
Unfortunately, the cost of these units was tremendous.
Totaling up the price the advanced squire computer systems for the veritecs
fighters, the artificial intelligence needed for the ghost fighter, and the
shadow cloaking device [used experimental shadow cloaking developed at the
beginning of the war and issued to a few elite forces], and the size of the
fighter itself, larger than a beta, it became apparent that although effective
the price was prohibitive. The REF high command canceled the project in 2025
after 50 units were built. You will be assigned 12 of these units, not because
of price of the units, but because of space limitations in the aerobraking
Of course any materials needed to complete this
mission will be issued.
Once the device is delivered, you will booster
away from the, hopefully, now destroyed space hive towards coordinates alpha
-29 sector III decimal .7890. These coordinates are 1,000,000 km from optera.
The garfish the SS. Fredericksburg will be there to pick you up, exactly
7 days after dropping you off, and will immediately accelerate away at .10
c towards the SS Alabama out at 6 au on the other side of Tzuptum, travel
time is 8.3 hours. At this point the SS Alabama will immediately fold out
and back to Tirol .
Gentlemen time is brief, but is there any
+25 for each question that makes sense.
Good Luck and god's speed. Any operational questions can be answered by Colonel
Jackson who is fully informed on mission objectives
Aboard the SS Alabama
After the mission briefing, the players will be
escorted to the roof where a helicopter will be awaiting the players for
the trip to the space port. At the space port the players luggage will be
waiting and they will be shuttled up the SS. Alabama. There they will be
given a more friendly welcome. Their veritecs will be loaded in the lower
bay along with the ghost fighters and the aerobreaking tank. They will be
informed that the SS. Alabama will be folding in 12 hours and to make sure
everything is in order by then. They will be shown to there quarters and
told in 4 hours Colonel Jackson will want to talk to them at that time.
Four hours later an orderly will knock on the door
and tell them that Colonel Jackson is awaiting them on the command deck.
Well good evening gentlemen, as you know the operation
will commence in 8 hours upon the fold of the SS. Alabama. I want you to
report to the lower hanger 1 hour after the fold commences. At which time
you will be strapped into your mecha and loaded into the braking tank. 3
hours after the fold commences we will defold in the Tzuptum system, of course
nearly 2 weeks will have passed in the normal time space continuum. At this
point the mission will start.
We have been given 1,000 advanced short range missiles for this mission. These missiles have an advanced infrared sensor that provides +4 to hit and invid target from the rear. If you want I will have the tech crew replace the missiles on your craft with these missiles. In addition we have procured 10 missile packs that fit between the auxiliary engines on the alpha fighter [show picture from comic book], they provide an addition 20 short-range missiles however they can not be used in the atmosphere and the rear firing 10 can not fire while connected to the beta fighter. If you want to have them, they are yours.
+25 for any intelligent questions
If not, let me tell you it has been an honor to
serve with you. Good Luck, remember you are the REF finest.
The characters will have 8 hours which to rest
and make sure everything is in order.
Delta V of veritecs
alpha fighter - 50 kps
beta fighter - 75 kps (alpha beta combination has beta fuel + 1/2 that of the alpha's)
Vindicator - 75 kps (each booster adds 25 kps per
booster, however no further external fuel may be added)
Insertion into Optera
After 8 hours the characters will be loaded into
there craft. Roll twice for these two random defects - loss of 5 missiles
from one of the missile bays, minor turbine problems -10% off top thrust.
There is a 90% chance that the technicians will be able to fix these minor
The characters will be dropped off the SS. Alabama
close to the gas giant. Because of the complexity of the design each of the
four players will make piloting skill rolls in order to pilot the craft through
the aerobraking procedure.
Roll randomly 5 times for weather in the gas
Roll for weather.
0-40 "good weather" no modifications on Piloting
41-60 "minor turbulence" -10% on piloting
61-81 "major turbulence" -20% on piloting
81-90 "sever cross winds" -30% on piloting
The tank has a main body of 200, for every 10%
failure lose 10 mdc and +-10 km/sec off delta v. In dave's case double failure
penalties and if he fails by more than 50% tank will begin to tuble -50 mdc
-20 km/sec per turn until he makes a piloting skill at -50%.
Fortunately, there are no invid in close proximity
to the gas giant and therefore no chance that they will be spotted.
On the way to the target, have dave make navigation
space checks every 12 hours, for every 10% failure lose 10 km/sec delta v.
The first chance that the players will be spotted
is out 1,000,000 km out from the space dock.
Attack on the Red Moon
The defense perimeter looks something like this
-Unless otherwise noted, all armored scouts
Outer Defense Perimeter (1e6 km)
The invid regent, realizing that it would be futile
to place a large number of forces one million kilometers out from the base,
has placed several thousand protoculture sensors in this area. In addition
there is 8 invid clamships fully loaded with 250 invid armored scouts with
boosters. This means there is 500,000 kilometers between the clamships. The
players should easily slip by.
Chance of detection roll every 10 minutes
8 invid clam ships (250 armored scouts)
+20% for every g pulled
+30% if protoculture cloaking device is inactive
-0% if some diversion is used
These forces are not meant in anyway to stop any
attacking forces, only act as a trip wire
Middle Defense Perimeter (1e5 km)
Out to 1e5 kilometers, the invid regent has still
has thousands of the relatively immobile sensor units. But in addition he
has placed some 100 mini patrols on constant vigil along with 10 clam ships.
Once again this means that there are 24,000 kilometers between the average
patrol and the average intruder. However with the added sensors, detection
becomes more likely
100 mini patrols
10 clam ships (250 armored scouts)
Chance every 10 minutes
+25% for every g pulled
+35% if protoculture cloaking device is inactive
-5% if some diversion is used
Inner Defense Perimeter (1e4 km)
Once the players reach into the inner defense perimeter
detection is greatly increased. It is here that the regent and his generals
have decided to place a majority of there forces. These forces include
4 All terrain assault carriers
15 clam ships fully loaded with 250 invid armored scouts
200 outer space patrols - most likely encounter (170 kilometers)
-20 armored scouts
-2 red enforcers with speeders
The regent prefers to place his trust on living
beings instead of inanimate objects and therefore no more sensors are placed
in this area. However, if the characters use some sort of diversion the chance
that the simple invid scouts will fall for it increases
chance every 5 minutes
+35% for every g pulled
+45% if protoculture cloaking device is inactive
-30% if some diversion is used
Total of some 15,000 troops at all times. The purpose
of this area is to snare the mecha team while the main forces form the core
defense perimeter comes to finish off any intruders.
Core Defense Perimeter (1,000 km out)
The invid regent uses the core defense units as
the one two punch to any intruders. Currently there are the following forces
in this area:
1 invid star carrier
100 mini patrols (every 100 kilometers)
10 invid assault carriers
200 outer space patrols (every 50 kilometers)
chance every 2 minutes
+40% for every g pulled
+60% if protoculture cloaking device is inactive
-35% if some diversion is used
Red Moon Perimeter (less than 100 km)
this is the final defense perimeter before the
surface of the red moon. By this time the players will have been detected.
The number of forces to block their path is determined by the number of minutes
that they have been detected:
Multiply the following by the number of minutes
+1 that the invid has spotted, include fraction of minutes
2 standard patrols
1 outer space patrol
with the following coming, also multiply by the number of minutes these forces will be 2d6 melees away.
1 standard patrol
1 outer space patrol
4 mini patrols
Inside the Red Moon
* note, the red moon processes a shield which
surrounds it entirely.
-surface maps provided.
for every 3 minutes of detection the following
will be on the map
2 red scrims
4 odeons with guns at tunnel entrance
10 shock troopers at tunnel entrance
10 troopers at tunnel entrance
5 scrims at tunnel entrance
the red scrims will immediately fire once the player
are in range, if there are any shock troopers or troopers remaining they
will follow the chacters in. Along with 3 standard patrols if there are
The radius of the red moon is 50 km, and the safe
speed in these tunnels is 350 km/hour. This means that it will take 8.5 minutes
to reach the center power core.
Tunnels - average radius 25 meters maximum safe
speed 350 km/hour
Tunnel environment roll every 5 kilometers
diameter of tunnel
01-40 diameter remains constant no-modifiers
41-55 diameter increases in points to twice the normal and at times decreases to 1/2, decrease max speed by 25 km/hour
56-75 diameter decreases by 1d3*25% max speed decreases by 50*1d3 km/hour
76-00 diameter increases by 1d3*25% max speed increases
by 50*1d3 km/hour
general shape of tunnel
01-25 straight tunnel increase max speed by 100 km/hour
26-35 generally straight with one sharp turn right decrease max speed by 25 km/hour
36-45 generally straight with one sharp turn left decrease max speed by 25 km/hour
46-55 straight with mild turns left and right
56-65 tunnel follows a cork screw pattern
66-95 tunnel branches into 1d4 smaller tunnels, decrease max speed by 25 km/hour
These branches can
01-30 meet up with main tunnel
31-45 head back to the surface
46-60 go towards the power core
61-00 travel laterally and meets up with another main tunnel in 5 kilometers
01-25 dead ends
26-00 continues towards the center
96-00 tunnel is straight; however there is a 200
MDC force field blocking the tunnel, perception at -5 to detect. 2d6*10 mdc
for every 50 km/hour the veritecs are traveling
every 20 km/hour above the safe speed subtract
-5% from piloting. If the PC fails a roll piloting skill check. For every
50 km/hour over safe subtract 1d6*10 mdc off front chart, and for every 20
points of failure subtract 1d6*10.
Invid pilots have the following base
Scouts and Armored - 60%
Troopers and Shock - 70%
Enforcers - 80%
Red enforcers and Pincers 90%
Enemy forces - roll every 30 seconds
01-20 lucked out no further forces will come and attack
21-35 1d4 mini patrols come from
01-20 in front of the group
21-50 to the side of the
51-00 join the chase from behind
36-45 2d6 shock troopers + 2d6 troopers will come and attack
01-20 in front of the group
21-50 to the side
51-00 join the chase from behind
46-55 Invid inorganic squad is in the tunnel ahead
2d4 odeons with guns
56-65 1d4 enforcers are hidden down a side tunnel
and will receive one free attack from the side before joining the chase.
66-75 1d6 troopers block the path ahead
76-85 Invid heavy recon patrol along with one pincer
command unit comes down a side tunnel to attack from behind.
86-00 Hive interior patrol attacks
01-20 in the front of the group
21-50 to the side
51-00 in the rear
Finally after the players have traveled 60 km,
they reach the power core. Actually it is a fairly unremarkable piece of
machinery. The power core itself is a large sphere connected by sinuous
membranes. The room is 1 kilometer is diameter, with the power core itself
500 meters in diameter (100,000 mdc) and will actually need 2 fusion devices
Inside the core there are the following
1 Pincer command unit
4 Red enforcers with speeders
15 shock troopers
15 armored scouts
Once the characters have destroyed the hive, they
will need to escape. The shock wave will follow them at 2,000 km/hour out
of the hive - destroying the entire red moon in the process. If they took
the same way in and they did out, then make sure to write down the tunnel
directions. In either case the only enemy forces which will attack is the
1d4 mini patrols or the 1d6 troopers. Continue to roll randomly and ignore
If after 5 minutes the device has not gone off,
the red enforcers will know that something is wrong and proceed to search
the area. They have a base of 25% per 2 minutes of finding any device, modified
by appropriate percentages. If they find a missile they will smash it up,
destroying a large portion of the power core area but not the power core
itself, when the invid hit the anti matter initiator
Escape from the Red Moon
Once the players have escaped from the red moon
there will be one space patrol there to greet them.
-20 armored scouts
-2 red enforcers with speeders
However, after these forces are destroyed they
will have 2 minutes to escape before any persuit is given. The with 100 kps
of fuel, the total trip will take 2.7 hours.
When the player characters are only 20,000 km from
the SS. Frederksburg a Invid All Terrain assault carrier will fold in with
the following troops (is will fold in 10,000 km behind the Garfish).
Unfortunately for the characters, this type of assault carrier processes
a shield which will be able to deflect one fusion device.
25 Red Enforcers with speeders
70 armored scouts
70 shock troopers
10 pincer command units
10% of each type of force will stay on board the ship for protection
The SS. Fredericksburg contains 11 shadow alpha's
and 11 shadow betas. Every melee 2d6 invid are destroyed along with 1 roll
randomly veritec fighter. The invid units will ignore the ship, leaving the
scorpion to deal with it.
After the final battle with an invid all terrain
assault carrier, the players will be put aboard the SS. Fredricksburg to
be shuttled over to the SS. Alabama. There will be no further invid attacks
as the garfish will be moving close to .10 c towards the rendezvous with
the SS. Alabama. It will take 8.3 hours before they reach the SS. Alabama.
Once they are in range the SS. Alabama will fold back towards Tyrol.
Code Name: Red Moon
Physical Dimensions: Radius 50 km
Mass: 1e9 tones
Approximate Troops (Bases on typical troop densities found in hives): 30 million
Estimated number of Capital ships: 50 All Terrain
Assault Craft; 2,000 clam ships
Comments or Questions? E-mail me at firstname.lastname@example.org