Last modified 03/05/01
Preparation:
The
leader of the players squadron will be receive a heavily encrypted e-mail from
Colonel Stimson. The main portion
of the e-mail will be nothing our of the ordinary with requests for progress
reports and next weeks schedule for the squadron.
However, attached at the end of the message there will be a comment that
he and the PC should get together for drinks later that evening at 20:00 hours
at one of the local bars.
On the way to the bar, the player will be tailed by a REF intelligence officer
loyal to Hunter who has been assigned to make sure that the PC was not followed
to the bar.
<GM note: Although the agent is good he is not fallible -40% on surveillance
or -10 on perception to notice. Once the character identifies the agent he will walk towards the player and identify
himself as REF intelligence and tell the player that he was ordered by Colonel Stimson to make sure
the player was not followed>
The player will quickly find Colonel Stimson at one of the back tables and he
will invite the PC to sit and have a drink.
After a couple of minutes of small talk about the squadron and the events
at the base, his face will turn
sullen and he will begin.
"As you most likely already have guessed, I did not invite you here for
drinks or to socialize. Unfortunately,
some of us in the high command have uncovered a possible plot to overthrow the
REF Plenipotentiary council. We
have a fairly good idea of who is responsible but we still need proof.
I have had REF intelligence examine your record and you have shown
yourself time and time again as a loyal officer defending the REF. I do not want
you to know too much and thus place yourself in a vulnerable position; however,
we need good men and women to investigate this threat and put and end to it.
Colonel Stimson brings out a small data pad.
A small REF outpost was built on Kwamashu three years ago as a reconnaissance
outpost against a possible Invid advance in that sector.
Eight months ago, REF high command closed the base in order to move
needed personal to the Optera system for the upcoming invasion.
However, we have reason to believe that the instigators of this potential
REF rebellion are using the base to serve their own means.
Several hyperspace communications were received by our deep space
listening posts 6 days ago. They
were disguised to appear to the average listener as normal background noise, but
our boys down in communications are some of the best in the business and
although they were not able to decode them they were able to pin point the
location of the message. This piece of information led us to focus our
attention on this Kwamashu and over the last three days two hyperspace folds with
REF signatures were detected in the system.
This leads us with a problem, we do not want to lead an overt military expedition
as the base would have several day warning of our arrival; however, we need to
investigate the REF outpost. You
are ordered to take your squadron to the REF outpost and determine a course of
action. If the base is deemed hostile to the REF you are ordered to
destroy the base and either capture or neutralize any defenders.
Because of the sensitive nature of the mission, your squadron will not be
informed of the true nature of the operation until you have defolded.
All necessary equipment will be ordered by you tonight and will be loaded on the Karbarrian freighter T'zerk by my personal early this morning. The freighter is at pad 27B on base. The cover story is that your squadron has been given R&R on Karbarra and that you will be leaving tomorrow. Inside the freighter, your mecha will be loaded for the operation along with 14 members of REF intelligence loyal to me. The freighter will fold out of the Tirol system and into an uninhabited system approximately 25 light years from your final objective. Each of the mecha has been outfitted with a fold device which will allow your mecha to fold to the system and return. REF intelligence believes that there are approximately 50 personal at the base along with 10 veritechs and 5 destroids. In addition, the planet is surrounded by a several REF intelligence satellites capable of detecting incoming hyperspace folds. We believe that if you fold more than 10,000,000 km away from the planet the satellites will not pick up the small signatures of the mecha folds. However, the travel time (assuming 50 kps of reaction mass) would be 55 hours. The further away one is also increases the chance the you will be detected by deep-space radar systems that these satellites possess. I will leave it up to you to decide this tactical detail.
In addition to your group,
one of my men Lt. Rodriguez will accompany you in an VE-1
Elint that has been modified to jam all hyperspace communications.
Once the jamming starts, the outpost will surely know that something is
up We believe that you will have approximately 20 minutes before the bases
defenders are able to compensate for the jamming and issue an emergency distress
call. Remember tell your crew
nothing until you have defolded away from Tirol. The T'zerk will wait 72
hours and then fold into the Kwamashu system to process any prisoners or
information that you might have gathered.
Kwamashu Planetary Data
World Name: | Kwamashu |
Star Type: | G3 |
Position in System: | 5 (161,734,754 km) |
Radi | 6,127.35 km |
Surface Gravity | 0.95 g |
Number of Satellites | 2 (400 km, 1100 km in radii) |
Population | <100 humans |
Percentage and Level of Native Life: | 99%, Amphibian |
History:
Kwamashu lays 45 light years from Tirol and was conquered by REF forces early during the Sentinel campaign. Initial indications led REF intelligence to believe the Invid was using the system as a rallying point for any campaigns to retake Tirol. A small invasion assault was lead in 2034 to take the system and place an REF outpost on planet to serve as a trip wire for any Invid forces. Fortunately, the Invid were sufficiently depleted and never attempted to retake the system. when initial indications were that the Invid was using the system as a rallying point. In October of 2038 REF high command ordered the remaining personal to evacuate the base in order to consolidate forces for the upcoming invasion of Optera.
Cartesian Projection (21 k jpg)
Flight:
The characters will be brought on board the T'zerk. Fourteen REF intelligence agents along with 2 REF Gladiators, 1 VAF-6C, and 1 VBF-9 fighter are in the storage bay along with the players mecha. Five Karabarran crew members pilot the ship. The captain of the ship is R'uwer a loyalist to the REF and hunter. He will not accept any deviation from plan, but will offer any help to the characters. The T'zrek will leave the planet as scheduled and fold to the jump point 12 hours later.
Attack:
Four REF intelligence satellites surround the planet in synchronize orbit. If the players fold out more than 10,000,000 kilometers from Kwamashu they will not be detected by the satellites when they fold in. Every 1,000,000 kilometers to the planet that the players fold will increase the chance of detection by 10% up to a maximum of 50%. Consult the Radar detection for the percentage chance that the characters will be detected by radar.
Radar Detection
Distance from Planet | Unpowered Flight (% per hour) | Powered Flight (% per hour) |
<1 million | 3 | 20 |
1-3 million | 2 | 10 |
3-7 million | 1 | 4 |
>7 million | - | 1 |
The players must make a navigation space check at (-distance from planet in 100,000 kilometers) in order to successfully pilot the spacecraft to the planet. On an unsuccessful check, that they are off course after the number of minutes corresponding to the percentage by which the roll failed that they will have to perform another burn.
RPG STATS REF INTELLIGENCE SATELLITE
MDC BY LOCATION:
Location | Satellite |
Main Body * | 100 |
Thrusters (3) | 25 |
Sensor Arms ** (2) | 30 |
Antenna (7) | 5 |
NOTES:
Penetrating the Perimeter
Surrounding
the base (never leaving more than one kilometer) the five Odeons and two of the destroids
. Two
veritechs will always patrol around the base (never more than 50 kilometers from the outpost) and often if they are
not on alert (~60%) they will transform into battleoid and stay within the bases perimeter. The hellcats and
Crann will be scattered in four patrols over 100 square kilometers surrounding the base.
In addition the the active mecha, there will be 4 cyclone riders, 2 destroid pilots, and 2 veritech
pilots on alert stats. If the
veritech fighters are sent to investigate two additional fighters will be launched.
If the base is alerted to the presence of the characters the destroid and veritech groups will be launched. All
of the security personal will done armor and a minimum of four cyclone riders will join the perimeter defense
with the remaining units stationed in the interior.
The secondary exit is concealed such that it will not be detected to the causal
viewer nor detected on sensors. Players with the intelligence skill will
detect the entrance on a successful skill check -40%. In addition, the
area surrounding the entrance is booby-trapped with cobal limit mines (-50% on
intelligence to detect). If the players trip the mines each of the
characters mecha will suffer 2D4*10 MDC. The experimental cyborg units
along with 1D4 security personal will be placed on alert status once the
characters are detected. In all likely hood, Lt. Colonel Pavil Ridzik will
travel to the secondary hanger with his personal VAF-6C.
Area Surrounding REF Outpost (83 k jpg)
REF Outpost Kwamashu
Total Troops: 35
10 Scientists
12 Veritech Pilots
6 Destroid Pilots
3 Medical Personal
10 Security/Cyclone Riders
13 Technicians
Mecha
20 Hellcats
5 Odeons
2 Cranns
20 VR-052 Batler *
10 VR-041 Saber *
3 VR-038-LT *
1 REF Excaliber
2 REF Gladiators
1 REF Raidar X
* Note: There are more pilots than mecha
Vehicles of Note
2 AMR
3 TCH
4 M-3 Fork Lifts
20 Hovercyles
Map for REF Outpost (85 k jpg)
GM Notes: Unless otherwise noticed interior doors have 25MDC and Mecha size doors are either 100 MDC or 250 MDC (for large exterior doors). The GM should note that if the base is not alerted on their advance (either because they have advanced in by foot other other stealthy means) the base does not expect guests and therefore the players should have a good chance in infiltrating the base.
Level 1
Mecha Hanger: The main release hanger for the REF outpost. All combat ready mecha will be placed here while on stand-by. Under normal operation this will include 2 veritechs, 5 VF-052 and 2 VR-041. 25% of the time the other two destroids not on patroll will be stationed here. 15% of the time another 1D4 veritechs will be stationed here (Lt. Colonel Pavil Ridzik's VAF-6C nor XL-1's Super Alpha will be stationed here)
Hanger Security: Six security personal are stationed here at all times. All six are wearing CVR body armor with
A sealed Hanger Area: No mecha are ever stored in this area.
Level 2
Mecha Storage Bay: Any destroids or veritechs (not including the XL-1's Super Alpha) not on patrol or in the Mecha hanger on level 1 will be stored in here undergoing maintenance. There is a 35% chance for every mecha stored in this area that it is undergoing maintenance and will not be available for 1D4 hours.
Mecha Elevators: to the ground level hangar. No mecha are ever stored here.
Connecting Corridor: that can be sealed at either end
Connecting Corridor: that can be sealed at either end it links the living area to the mecha area
Main Recreation Area: with snack bar, billiard tables, video games, tables and chairs for cards and board games. A personnel size elevator is here to transport personal up to the hanger bay. 2D6 personal will be here under non-combat conditions..
Connecting Corridor: that can be sealed at either end.
Connecting Corridor: that can be sealed at either end. It links the living area to the mecha storage bay and elevators.
Crew Quarters: Non-commissioned personal must bunk three per apartment while all five of the officers get individual apartments. The rooms are quite spacious as under normal staffing each apartment must house six to eight soldiers. There is only a 40% chance of finding a given personal in his/her apartment under non-combat conditions.
Connecting Corridor
Mess Hall and Kitchen: 2D4 personal are here eating at any given time.
Video Library: 1D4 personal are here viewing videos under non-combat conditions.
Lounge
Communications Room: This area is always staffed with one officer and two non-communications personal to man the communications, the intelligence satellites, and the radar net.
Recreation Room: 1D4 personal are here under non-combat conditions.
Showers and Latrine
Connecting Corridor
Medical Facility: Normally the medical facility is not manned; however, if necessary the medical officer and 1D4 non-commissioned officers trained as medical technicians will treat the wounded.
Swimming Pool and Mini-gymnasium: 1D4 personal are here working out under non-combat conditions
Connecting Corridor: that can be sealed at either end.
A wide corridor (24 m): that runs approximately 2 km to a secondary hanger. The corridor is sealed by a reinforced hatch (100 MDC) at four locations to slow the enemy down the tunnel.
Level 1
Secondary Hanger: The secondary exit is concealed such that it will not be detected to the causal viewer nor detected on sensors. Players with the intelligence skill will detect the entrance on a successful skill check -40%. In addition, the area surrounding the entrance is booby-trapped with cobal limit mines (-50% on intelligence to detect). If the players trip the mines each of the characters mecha will suffer 2D4*10 MDC. The experimental cyborg units along with 1D4 security personal will be placed on alert status once the characters are detected. In all likely hood, Lt. Colonel Pavil Ridzik will travel to the secondary hanger with his personal VAF-6C.
Level 2
The last of the reinforced hatchways
Storage Bay: The area normally would act as the secondary hanger for REF forces; however, now a section of an Invid brain lays in the middle of the room. Three alcoves for the three cyborg units are placed along the walls. 15% of the time Lt. Colonel Pavil Ridzik can be found here. At all times 1D4 technicians will be here Another cyborg is approximately 70% complete and is laying in a protoculture bath near the south wall.
Crew Quarters: Storage alcoves for cyborgs. Currently, only three of the rooms are occupied.
Mecha Elevators: provides access to the level above the XL-1 cyborg keeps his VDF-6 here. Two VAF-6C fighteres will be stored here for the other two cyborgs
Non Player Characters:
Lt. Colonel Pavil Ridzik |
Hit Points 54 SDC 35 |
Alignment: Aberrant |
Level: 8 |
Attributes: IQ 20, ME 10, MA 14, PS 17, PP 14, PE 15, PB 14, Spd 12 |
Disposition: Loyal to Edwards devoted for his current position |
Skills of Note: WP Pistol, WP Semi/Fully Automatic Rifle, Mecha Pilot Basic, Hand to Hand Expert |
Combat: 4 Attacks per melee, +3 strike, +5 to parry and dodge, +5 roll |
Combat: 9 Attacks per melee, +5 strike, +7 parry, +8/+8/+10 dodge,+8 roll |
History: Ridzik grew up in the aftermath of the Zentraedi Rain of Death. TR Edwards saw potential in him and gave him a commission as a 2nd Lt. in Ghost squadron with the opportunity to join him on REF expeditionary force. Ridzik is loyal to TR Edwards but only up to the point he believes his life is in danger. |
Ghost Squadron Veritech Pilot |
Hit Points 19 SDC 25 |
Alignment:
Unprincipled, or any evil alignment |
Level: 1D4 |
Attributes: IQ 12, ME 11, MA 10, PS 12, PP 13, PE 12, PB 14, Spd 12 |
Disposition: Selfish however dedicated to Ghost Squadron and loyal to TR Edwards |
Skills of Note: WP Pistol, WP Semi/Fully Automatic Rifle, Mecha Pilot Alpha/Beta , Hand to Hand Expert, Mecha Pilot Cyclone |
Personal Combat: 3 Attacks per melee, +2 roll, +2 to parry and dodge |
Combat Alpha: 7 Attacks per melee, +2 strike, +4 parry, +5/+7/+7 dodge,+5 roll |
Combat Beta: 5 Attacks per melee, +1 strike, +5 parry, +4/+4/+6 dodge,+4 roll |
Ghost Squadron Destroid Pilot |
Hit Points 17 SDC 30 |
Alignment:
Unprincipled, or any evil alignment |
Level: 1D4 |
Attributes: IQ 11, ME 10, MA 8, PS 15, PP 11, PE 16, PB 10, Spd 11 |
Disposition: Selfish however dedicated to Ghost Squadron and loyal to TR Edwards |
Skills of Note: WP Pistol, WP Semi/Fully Automatic Rifle, Mecha Pilot Basic, Hand to Hand Basic |
Personal Combat: 3 Attacks per melee, +2 roll, +2 to parry and dodge |
Combat REF Gladiator: 6 Attacks per melee, +1 strike, +5 parry, +4 dodge,+4 roll |
Combat REF Excalibur: 6 Attacks per melee, +1 strike, +4 parry, +4 dodge,+4 roll |
Combat REF Radar X: 6 Attacks per melee, +1 strike, +3 parry, +4 dodge,+4 roll |
Ghost Squadron Security Personnel |
Hit Points 17 SDC 25 |
Alignment:
Unprincipled, or any evil alignment |
Level: 1D4 |
Attributes: IQ 10, ME 10, MA 8, PS 16, PP 8, PE 16, PB 7, Spd 14 |
Disposition: Selfish however dedicated to Ghost Squadron and loyal to TR Edwards |
Skills of Note: WP Pistol, WP Semi/Fully Automatic Rifle, WP Cylcone Weapon System, Mecha Pilot Cyclone, Hand to Hand Expert |
Combat: 3 Attacks per melee, +2 roll, +2 to parry and dodge |
Combat Cyclone: 5 Attacks per melee, +3 strike, +4 parry, +5 dodge,+5 roll |
Average Cyborg |
MDC 50 |
Alignment:
Any evil alignment |
Level: 2 |
Attributes: IQ 19, ME n/a, MA 4, PS 13, PP 22, PE n/a, PB 3, Spd 20 |
Disposition: |
Skills of Note: WP Pistol, WP Semi/Fully Automatic Rifle, Mecha Pilot Cyclone, Mecha Pilot Alpha Hand to Hand Expert |
Combat: 4 Attacks per melee, +4 to strike, +2 roll, +7 to parry and dodge |
Combat Alpha: 7 Attacks per melee, +6 strike, +5 parry, +10/+10/+12 dodge,+6 roll |
Combat Cyclone: 6 Attacks per melee, +7 strike, +9 parry, +10 dodge,+5 roll |
Model XL-1 Cyborg |
MDC 100 |
Alignment: Diabolic |
Level: 5 |
Attributes: IQ 24, ME n/a, MA 5, PS 13, PP 24, PE n/a, PB 2, Spd 24 |
Disposition: |
Skills of Note: WP Pistol, WP Semi/Fully Automatic Rifle, Mecha Pilot Cyclone, Mecha Pilot Alpha/Beta Hand to Hand Expert |
Combat: 5 Attacks per melee, +7 strike , +2 roll, +8 to parry and dodge |
Combat Alpha: 10 Attacks per melee, +9 strike, +10 parry, +11/+11/+13 dodge,+6 roll |
Combat Cyclone: 7 Attacks per melee, +9 strike, +11 parry, +10/+10/+12 dodge,+5 roll |
Conclusion:
How
the mission ends depends on the level of success that the characters met with during the mission. Irregardless
of the outcome, TR Edwards will initiate his rebellion 24 hours after hearing of the strike on
Kwamashu.
The mission, however, will not have been completely in vain as it will give loyalist forces
valuable time to prepare for the onslaught.
None of the cyborgs will allow themselves to be captured; however, once it becomes apparent that the base will fall to overwhelming firepower the
personal will surrender in mass. They
will be valuable to the REF intelligence in the upcoming conflict. After
the Karabarran shuttle defolds into system to either pick up the remnants of the attack group or
round up the prisoners. Once the
shuttle lands and deploys three squads of REF loyalist to up with the prisoner transfer along with
1 VAF-6C and 1 VBF-9 and 2 REF
Gladiators. The characters will
talk to Lt. Colonel Stimson <GM adjust the following as deemed necessary>
"Congratulations your team has performed admirably during this mission.
We have gathered an unbelievable amount of evidence during this strike.
I suspected that Edwards was using captured Invid technology to further his
own means. By gathering this
intelligence, we will be better prepared.
Unfortunately, I was just informed that Edwards has started his move while we will out striking at the
periphery. There has been reports that the Tirol
shipyards have been captured and that fighting has been reported in the streets. I am afraid that your work
has just begun.
Robotech Research plans on continuing this scenario in upcoming chapters of Robotech Rebellion.