Mission to Exford.
Part one the truimpant heros
Players will be taken back to Tirol on board the
SS Tokugawa to the orbiting shipyards, where the SDF-3 is being
refitted by ore from Fantoma. Anyone asking how much longer it
will take until the project is done (+25) will be told 5-6 more
years at current rates of production. Also in the orbiting ship
yards are the skeltons of 5 additional garfish ships, most are
only 30% done. One of the ships (+100) is to be an experimental
garfish and is only several months away from completion. However,
the guild will be unwilling, or most likely not knowing anything
about the secret project.
The player characters will be taken down to Tiresia
for one week of rest and relaxation. If they decide to do so
they will witness a mugging of a drunk REF private by a Perytonian
- with wolf 9mm automatic pistol. Players will have to make a
perception check at -5, and they will discover the two down a
darkened alleyway, presumbly at night. The Perytonian will shoot
twice at the characters then flee down the alleyway
Perytonian
25 Hit points and 35 SDC
3 hand to hand
+4 to strike
+4 to dodge, parry, and roll
Depending on the outcome, the players will either
be praised or admonished. In either case they will be taken to
the Military Police's headquarters for questioning.
+150 for sucessful rescue and capture of Perytonian
+50 for sucessful rescue
+0 if the hostage is killed
After a week on Tiresia, hopefully they have enjoyed
themselves.
The player characters will be taken to the bridge
of the SDF-3, DECK2 ROOM 4 . There will be a small contingant
of REF personnel Where Colnel Franklin will present the following
awards for participation in the previous campaigns.
Possible awards
Medal of valor- lower metal of valor
medal of honor -highest metal of valor, in a mission
Titanium medal of valor - middle metal of valor
Flying cross - the best REF veritec for the year
Order of the sword - honored soldiers whose careers
had shown repeated bravery
Diamond, golden, and silver sunbursts - given to
those whose actions for exceptional duty, devotion, and sacrifice,
It is usually given to someone whose actions have been crucial
in stemming an enemy attack. Will start out silver
Titanium medal of honor - Charlie
silver sunbursts -Sgt. Whitehawk, Dave, and Charlie
Promotion of Sgt Whitehawk to Staff Sgt.
Food will flow freely, and after the award assembly,
Colonel Franklin will tell Captain Olson that Edwards is interested
in having the Eagle's talons as a part of his vaunted Ghost Squadron.
But in anycase the players will be assigned on a new mission
tomorrow that will take up the next month.
The players will be dismissed for the next 24 hours
and will be ordered to report back at 08:00 tomorrow for there
next assignment. They will then be issued quarters in the SDF-3
for the day and allowed to wander "freely". If they
do go down to the Mecha bays they will discover that the old generation
of cloaking devices apparently only work out to 500 meters for
the larger mecha and 250 meters for the shadow cyclones. Work
is being continued on improving this device (+50)
The Mission
If the players have not heard about the defect in
the early shadow cloaking devices, Captain Olson will be issued
in for a meeting at 20:00 hours that night to meet with Colonel
Franklin
Gentlemen sit down. You should be commended once again for the fine job on your previous mission. I was personnel impressed by the work that your squadron, and because of this I have assigned your group on this next mission. [a holographic picture of the Exford system will appear]. With the regent's forces in retreat in all quarters and the recent sentinels victories, REF high command has come to the conclusion that a few more coordinated strikes against the Regent and his forces will crumble. That is why this system is important, Exford lays only 200 light years from Optera, and because of this is an excellent location to begin our strikes against there core systems. [ a more detailed picture of the planet appears before the characters]. As you can immagine the world is heavily garrisioned, primarly for two reasons. First is the afore mentioned proximity to opera, but perhaps the more important second is that Exford produces 10% of all the flower of life used by the invid. You can understand that if this world were to fall, it would be a huge blow against the regent.
REF high command has decided that a inflitration
team dropped on the planet 3 weeks in advanced will be able to
soften any defenses the invid might have. As you can guess, you
are the team for this job. We plan on equiping your team with
2 alpha fighters and 2 beta fighters and taking you to the system
via the SS. Alabama which as been newly refurbished. Once in
system you will approach the planet and undertake gurria warfare
at these coordinates [ a close up view of the planet will focus
in]. As you can see there is two large invid structures, one
has been confirmed by REF intelligence to be an invid hive. The
second structure is a mystery, it appears to be a fully functioning
hive however it has no force field. (if asked by the players,
these pictures were taken by the SS. Gettysburg on a quick flyby
3 weeks ago +25).
Your orders are the following:
1. Attack and destoy as many invid outposts/military targets as possible.
2. Reconaise the area for possible REF landing on
the planet.
As many of you might have heard our first generation
of cloaking devices has been shown to have "problems"
however each of you will be issued a shadow alpha/beta with appropriate
araments. Any questions?
+10 for each question asked.
If there are not any further questions then you will
be transfered to the SS. Alamaba for immediate departure. I have
issued orders stating that all equipment that Captain Olson deams
necessary will be issued. Please talk to the warrent officer
at the SS. Alamba for any further equipment.
The players will be transfered over to the SS. Alamamba.
It will fold in 12 hours, and the actual fold will take and additional
14 hours in transient. During this time they will be taken to
Captain Nachaive who will ask the group for any additional needs
or wants for the mission.
The back of a the beta's will be loaded up with suppies.
Each beta has 10 meters cubed of storage room
1. Cyclone takes up 1.5 meters
2. Additional CVR-3 armour .5 meters
3. Box of 12 mini missles - .5 meters
4. Standard equpiment packs 1 meter
5. Box of 10 EP-37 clips .5 meters.
6. Gallent, rifle stock, and 5 clips - .25 meters
7. REF short range missle .25 meters
8. REF medium range missle .5 meters
9. REF long range missle 1 meter
10. Will have to decide on any the other possible
equiment
Insertion
Players will be release 50,000 km from the planet.
Immediately upond defold 1 invid scorpian and 5 clam ships will
rise from the planet and lay in an intercept coarse. Once the
players are off and underway, the SS. Alamba will head out for
deep space and will fold 2 hours later. The clam ships will continue
there prosuit. At this time the invid forces on the planet will
go on full alert and the area around the prospective inflitration
cite will contain 20 standard patrolls. This means that 1 standard
patroll will cover 750 square miles or 15.5 mile radius. There
is only a 2% chance that they will be discovered on reentry.
Total forces on planet
Invid Hive
This hive is fairly large - 1 km in diameter with
some 1,000 troops and 3 inorganic extermination squads. Grquad
doesn't have direct control over the other some 500 inorganics
in this important sector of the planet. He will try and keep
at least 1/3 in the hive at all times to thart any direct attack
on the hive.
The patrolls consist of the following
30 km - 10 km out 10 mini patrolls
9-3 km - some 30 hellcats with 2 invid city patrols
3-1 km - 3 hive perimeter patrols, and 1 inorganic
extermination squads
over the hive is 10 armored scouts and 15 scouts.
Total forces in hive 1,000 however at any time 250
will be on patrol outside of defense perimeter and 150 on patrol
within 30km of hive. This means that 600 invid will be within
the hive itself.
There are also 4 gun turrets on the sides of the
hive they are 30 meter tall stuctures with the following stats
On the top of the gun towers contain a large gun that resembles a large shock troopers cannon. Surrounded by an invid force field 100 MDC.
Turret can rotate 360 degree's
Range: 1000 m
Rate of Fire: 4 times per melee
Damage: 2d6*10 per blast
Level 1
A. 20 scouts, 10 troopers
B. 20 Armored Scouts, 10 Troopers, 10 Shock Troopers, and 5 Red's with sleds
C. 1 clamship, 2 enforcers, 10 shock troopers, 15 scouts, 5 armored scouts
D. Torture area for slaves, 2d6 slaves at any time
guarded by 2d4 enforcers
Level 2
A. 10 Armored scouts, 10 Troopers, 10 Shock Troopers
B. 20 scouts, 7 troopers, 2 shock troopers
C 2 shock troopers, 1 standard patrol inside of
area
Level 3
D. 6 armored scouts, 2 troopers
F. 2 enforcers, 10 troopers, 7 shock troopers
Level 4
G. 2 scouts
H. 2 invid extermination squads
** guarding each portal is 1 shock troopers
Level 5
B. 2 amored scouts, 2 scouts, 5 shock troopers, 10 troopers, 1 enforcer
C. 2 enforcers, 1 trooper
F. Contains 2 blue biroids and 1 red [+250 if found]
Level 6
D. This is where Grquad is located on a throne,
2 shock troopers, 4 red enforcers, 5 troopers
Level 7
E. empty
Note once intruders are within the hive 10 hive interior
patrolls are sent out, 30% of coming into contact every 4 minutes.
Typical invid outpost
Defense perimeter:
20-10 10 groups of 2 hellcats (+15%)
10 - 2 km 5 mini patrols, + two groups of 1 odeons, 2 scrims, 5 hellcats, 1 crann (+10%)
2 - 500meters 1 standard patrol 2 mini patrols 1d4
groups of 2 troopers, and 2 shock troopers
Surrounding the base 2 odeons 5 shock troopers 5 troopers
Level 1
A This area is hanger bay that can contain up to 40 armored scouts/scouts. At any time 2d6 armored scouts and 2d6 scouts can be found here. On the top of the outpost contains a large gun that resembles a large shock troopers cannon. Surrounded by an invid force field 100 MDC.
Turret can rotate 360 degree's
Range: 1000 m
Rate of Fire: 4 times per melee
Damage: 2d6*10 per blast
Level 2
A An active invid living area. This area contains
a maximum of 30 shock troopers/troopers. At any time 2d4 shock
troopers and 2d4 troopers.
B. Another active area, This area contains a maximum
of 10 shocktroopers/troops. At any time 1d4 troopers are here.
C. Inorganic storage. This area contains the following:
30 Hellcats
5 Odeons
4 Scrims
1 Red Scrim
2 Crans
Along the inner wall contains a rank of 50 odeons
guns, and a bin of 200 short range missles for the red scrim.
D. Another active area:
Prep area for the enforcers, usually 1d4 enforcers
can be found here. Contains 50 shields+plasma rifles. A maximum
of 30 enforcers can be found here.
E. Control center. This area contains 2 enforcers
at the door and 3 large screens. The red enforcer is against
the east wall. The other 6 seats contain stage 4 invid in "normal
armor" 10 MDC with invid laser rifle side arms. This is
the area where the gun is controlled along with a slice of the
invid brain in the SE corner of the room.
Invid rifle
2d6 MDC, 300 meters.
Level 3
A. Living area for stage 4 invid
B. Storage, usually contains 25 containers of the
flower of life used in powering invid mecha and as food.
C. Red Enforcer personnel quarters, 40% of the time
2 enforcers will be guarding this area.
D. Living area of stage 3/4 invid
E. Power core. This powers the weapons, sensors,
and communications for the base. This area has an MDC of 150
and once the reactor fails 1d4 melees later the entire outpost
will be consumed. 1d4*100 to everything within the outpost no
roll because it is a plasma explosion
Heavily armed invid outpost
-Muliply normal outpost values by 1.5 and the patrols
will be extended out to 30 km
Protocuture plant - every
24 hours a clam ship filled with flowers of life will take off
to optera
The patrolls consist of the following
10 km - 5 km out 5 mini patrols
5-2km - some 30 hellcats with 2 invid city patrols
2-1km - 3 hive perimeter patrols, and 1 inorganic
extermination squads
over the hive is two standard recon patrolls
communication towers
- guarded by 4 shock troopers and 1 standard recon
patrols
Surrounding slave domes for each group of 2
1 enforcer
5 odeons with guns
10 hellcats
4 troopers
A. Living area the total area contains 250 people
divided into 4 rooms with the use of a porous barrier. The workers
are awakened at 04:00 for breakfast and are out of the compound
at 05:00. They work until 18:00 hours and are brought back to
the dome. Often they are in the storage bins carried by an odeon
to and from the work cite.
B. Kitchen, can feed 50 people at a time, this is
where the flower of life derrivative is prepared and served.
C. Bathrooms, 10 open pit bathrooms with 5 sinks
D. Storage, this is where the fruits and leaves
from the processed flower of life are kept
Protoculture Plant
Level1
Center - Invid loading area contains 5 clamships,
every 24 hours a clam ship is filled with flowers and a empty
ship returns.
A. Active hanger bay (usually 1/3 are active the rest are in storage)
2d4*10 scouts
2d4*10 armored scouts
B. Active hanger bay for armored scouts (usually 1/3 are active the rest are in storage)
2d6*10 scouts
C. Active bay for shock troopers/ troopers (usually 1/3 are active the rest are in storage)
1d6*10 shock troopers
1d6*10 troopers
D. Invid statis chamber, contains 500 stage 1, and
2 invid
Level 2
A. Invid Brain, used in the production of the flower of life, can be used to controll the inorganics but at a reduced proficiency
5 enforcers, 6 shock troopers
B. Active mecha bay for armored scouts/scouts (usually 1/3 are active the rest are in storage)
2d4*10 scouts
1d4*10 armored scouts
C. Invid statis chamber, contains 500 stage 1 and
2 invid
D. Storage area for processed flower of life, depending
on the time of day can be full or empty. Will usually have 1d4
enforcers without guns or shields are in this area
Level 3
A. Acess to invid towers
B. Large spherical machines used to process the protoculture. Each room possess 100 of the 3 meter balls, they seem to glow with the power that they pocess.
C. Loading dock to the upper levels, again depending
on the time of day this area can be completely full or empty,
when full 1d4 troopers are here for labor.
Inorganics
Special forces
There are 50 enforcers and 25 red enforcers that
are patoling the area. In addition there are 25 specially trained
hunter killer red enforcers with a tracking skill of +85% that
are sent out to destoy the resistance. Upon discovery they will
call in an Inorganic extermination squad with 1/3 of the scrims
replace with red scrims. These red enforcers will travel about
the area with their speeders then land them and try and hunt down
the robotech rebels
Invid patrols on planet.
On the GM's map, the green areas are the locations
which the invid patrol most heavily. The areas can be further
subdivided into the following three areas, each of which will
be described in more depth.
The protoculture fields
This is the most heavily patrolled area that isnot
immediatly next to an invid structure. This is where the slaves
and the invid harvest the flower of life for use in there war
machine. Typically a group of 50 slaves will perform most of
the manual labor under the supervison of 2 enforcers in addition
to there normal weapons they also posess a sonic whip used to
motivate the slaves 2d6 sdc but needs an arm free. 1 odeon without
a gun is used to pull the large magnetically suspended chart (15
meters by 5 meters by 3 meters - 25 mdc). Each slave dome contains
250 slaves so there are a total of 40 groups during the day.
The fields themselves consist of a mutated form of the flower
of life. In this environment they grow like vines on the indignous
trees. Typically the canopy is 15-20 feet tall.
In addition there is a chance for the following
0-45 no further forces
46-65 1d4 Troopers used to harvest additional flowers
66-75 2d4 hellcats used to patroll the area around the slaves
76-85 1 mini patroll
86-95 hive interior inorganic patrol
96-00 heavy invid recon patrol
In addition every 200 meters surrounding the protoculture
field there are sonic generators 50 MDC, these are used to detect
any time a large animal is trying to penitrate the field.
In addition there is always the following in the protoculture fields
double the percentages if the players are moving,
with a star reduce by 1/2 at night
10 groups of 2 enforceers (5% every hour) *
15 Mini patrols (25% of comming within 1 km every hour) *
5 Standard recon patrols (10% of comming within 1 km every hour) *
2 heavy invid recon patrol (5% of comming within 1 km every hour) *
1 Invid raiding patrol (1% every hour)
20 patrols of 2d4 hellcats (20% of comming within 1km every hour)
5 mini city inorganic patrols (.05% of comming within 1km every hour)*
2 inorganic min extermination patrols ( .02% every hour)*
1 inorganic extermination squads (1% every hour)
Once the players are within the defence perimeter
of the outposts/hive/protoculture plant then use the defences
for those locations
Within 1.5 km of hive/invid outpost
-see the descriptions
for the various buildings
The wilderness
Invid Brain is located in an old Robotech master
base to the north west in the mountains. Inorgain patrolls are
run down the old maglevel highways approximately 1 hour they consist
of
0-50 2d6 hellcats
51-70 mini city inorganic patrol
71-85 1d6 odeons with guns
86-90 inorganic mini extermination patroll
91-100 inorganic extermantion squads
If the players decide on attacking these patrolls,
the invid brain that controls the inorganics will request reinforcements
from Grquad who controlls the flower of life processing. He will
usually send 1 invid raiding patrol.
Other areas
roll randomly every 12 hours
0-50 nothing
51-75 mini patrol comes within 1d4/2 km
76-80standard patrol
81-85 1d4 shock troopers
86-90 heavy recon patrol
91-95 1d4 hellcats
96-00 1d4 armored scouts
If the player characters are outside the heavily
patrolled area then there is only a 5% chance every 24 hours of
being discovered. Within heavly patrolled zones the base is 20%
chance. The GM has to decide how to modifiy this percentage,
ie the use of cammo netting will decrease this to 4%. However
the percentage is never below one. If they are discovered then
they are discovered by.
0-50 random patrol sees something
51-65 group of 1d4 hellcats discovers the camp
66-80 1 red enforcer discovers the camp will call for reinforcements before attacking.
81-95 Invid clam ship happens to fly over the area and sees camp
96-00 Biroid resistance group discovers the camp, will try and capture.
City
In the city there is the following:
5 mini city inorganic patrolls
1 city invid patrol.
Characters will notice that there are destroyed biroids and hoversleds in the wreckage. Although it appears that the fighting has been over for at least 5 years. The city has been abandoned for 10 years and therefore most of the usfull items are gone. However the players if they make a perception check at -5 they might find:
1. Canned goods
2. Lanterns, and energy cells
3. personnel items
4. Biroid terminator rifle (for a roll of one)
If necessary use the map of the old tyresian pyramid
if the players venture inside, however everything of value has
be taken by the invid for examination. Occationaly 0-05 the city
invid patroll will send 1d4 hellcats into the pyramid for futher
investigation.
Biroid Resistance
Grquad will send patrols out, because there is also,
unknown to the characters a small group of biroids that are working
to sabotage the invid. At all times there are 10 mini patrolls
with 3 standard patrols to back them up. So far they have not
been found. They are located in the nortern forrest.
Update 2/7/94
With the destruction of two of the invid outposts
on the planet, the invid regent has become conserned but not upset,
at least not yet. The destruction of the two outpost has allowed
Grquad to group the remaining inorganics into storm troopers scowering
the country side for the robotech rebels. He will order the remaining
red enforcers to impliment the following strategy .
First:
He will divide the remaining inorganics into three
groups of the following to bolster the search squads:
10 hellcats
3 odeons w/ guns
3 scrims
1 crann
Second, each outpost will be guarded by the following
3 odeons w/guns
1 red scrim
5 shock troopers
5 troopers
flying above
2 troopers
2 shock troopers
5 armored scouts
5 scouts
However, there will be no invid scouts nor amored
scouts in the mecha bay. And only half the number of shock troopers
and troopers.
In addition he has setup a strategic reserve of
the following:
25 armored scouts
5 red enforcers w/ speeders
-reduce the number of forces in levels one and two
of the hive by 50%. These forces are to immediately fly to the
distrubance and attack the rebels. They will be placed on alert
24 hours a day in the hanger of level one. It will take 8 melees
from the first call for help before they will leave the hive.
Finally he has received an invid command unit for
himself and his leutneat:
Colors are red and white,
Lieutenant:
5 h to h
+4 to strike
+3 to parry
+3 to dodge
+5 to auto dodge
+3 to roll
Gqruad
6 h to h
+6 to strike
+5 to parry
+5 to dodge
+6 to auto dodge
+4 to roll
-gqruad will always have a personal guard of 3 red enforcers with speeders and 10 armored scouts.
Update 2/27/95
Current Time is 12:01 am day 10
Total troops destroyed
Scouts 101
Armored Scouts 84
Troopers 14
Shock Troopers 14
Blue Enforcers 7
Red Enforcers 2
Enforcers + Speeders 5
Pincer 1
Subtotal 228
Inorganics
Hellcats 53
Crann 2
Scrimm 12
Odeons 9
Inorganics Subtotal 76
Total Troops 304
Update 3/9/95. With the reconanise in force against
the Robotech masters base repelled and the loss of roughly 15%
of his forces, Gqruad has because concerned. Unfortunately, his
most elite forces were destroyed in the last major battle against
the REF forces. As such his new stragtic reserve are the active
mecha on levels 1 and 2. The mecha that has been ear-marked for
reserve duty are the following:
From Level 1
a. 10 scouts, 5 troopers
b. 10 Armored Scouts, 5 Troopers, 5 shock troopers, 5 red's with sleds
c. 1 clamship, 5 shock troopers, 10 scouts, 5 armored scouts
Level 2
a. 5 armored scouts, 5 troopers, 5 shock troopers
b. 10 scouts, 5 troopers
c. 2 shock troopers
Total forces
30 scouts
20 armored scouts
5 red's with sleds
In clamship
40 troopers
30 shock troopers
3 Invid Extermination squads
4 Crans
20 Cougars
8 Odeons
8 Scrims
1 Red Scrim
As one can imagine this is a last ditch attemp to
cobble together one last large strike force before having to go
on the defensive
Point 2.
If the players manage to destroy the hive, which
is a possiblity because Grquad believes the next attack to be
against one of his outer bases, hence the large strategic reserve.
The invid regent will have finally reached the boiling point.
He will order in one of his Shrek class Asault Carriers.
It is 20% larger, and as such has 25% more MDC per
location the following troops will be included:
30 Red enforcers
30 Blue enforcers
100 Armored Scouts
100 Scouts
75 Shock Troopers
50 Troopers
40 Odeons
40 Scrimms
10 Cranns
50 Cougars
2 Pincer units.
They will land the carrier next to the protoculture
processing factory, and start to partoll the surrounding area.
Point 3
Every night at 12:15 am, the invid will launch a
protoculture cargo transport. It will be protected by 10 armored
scouts. Destruction of 2 of the transports will increase the
protection to 15 armored scouts.
Update 4/20/95
Current Time is 12:01 am day 15
Total troops Destroyed Remaining
Scouts 525 146 379
Armored Scouts 375 117 258
Troopers 255 22 233
Shock Troopers 225 28 197
Blue Enforcers 105 13 92
Red Enforcers 15 2 13
Enforcers + Speeders 15 6 9
Pincer 2 1 1
Subtotal 1517 335 1182
Inorganics
Hellcats 200 88 112
Crann 25 7 18
Scrimm 125 25 100
Odeons 150 32 118
Red Scrimm 20 3 17
Inorganics Subtotal 520 155 365
Total Troops 2037 490 1547
Total troops in this sector is 1500 mecha with 500
inorganics
Return of the REF
Finally after 21 days of covert operations the REF
will return with a sizable strike force. This strike force includes
the following :
Two Ikazuchi Command Carriers: SS. Alamba and the SS. Grant
15 Garfish Troop carriers
25 Horizont Troop shuttles
Total troops in the strike force
728 Alpha fighters (90% old and 10% new)
440 Beta fighters
72 VF veritecs
12 Vindicators
50 shadow alphas
50 shadow betas
25 Logans
Destroids
12 MAC II
15 MAC III
10 REF Mark IV Gladiators - shadow with 2d6*10 guns
78 Ref Mark III Gladiators
48 RDF Gladiators
78 Ref MarkVII Excalibers
48 RDF Excalibers
24 REF Radar X
24 RDF Radar X
24 REF Spartan
24 RDF Spartan
102 Z-1 battlepods
12 Z-2 battlepods
24 Hovertanks
8 Cyclops
Cyclones
2525 VR-052 Battler Cyclones
250 VR-041 Saber Cyclones
900 VR-038 LT Light Cyclones
Invid forces that will fold in soon after
3 Scorpians, +1 if the the scorpian did not come into the PC's sector
10 troop carriers
Upon defolding the REF will blockade the planet and
send a horizont down to resupply and or pick up the characters
Horizont with have the following:
The characters are all veterans of the sentinel champaigns
and are 1d4+2 level.
1 hovertanks
1 Gladiator mark IV - experimental shadow destroid
4 Gladiator mark III
2 RDF Gladiators
4 REF Excaliber
2 RDF Excaliber
2 REF Radar X
1 RDF Radar X
2 REF Spartan
1 RDF Spartan
10 Battler cyclones
2 Lt cyclones