Last modified 01/02/01

The players have just returned from one of the countless missions in the wasteland.  The patrol was nothing out of the usual, as they only had to ward off three renegade human bands and two bioroids from the outer perimeter of the base.  The characters are brought before the commander of the RDF base one Lt. Colonel Jackson.  

<GM's note>  If the game master wants to roll play this section, allow the players to do so.  Lt. Colonel Jackson will be sympathic to the players combat fatigue; however, he do little except offer a few hours rest and relaxation off the base.  

After the debriefing the characters decide to unwind at the local establishment just outside of the bases gates.  The "Flaming Battloid" is a favorite of the locals as well as the bases pilots.  The characters will only be allowed to bring their SDC side arms, as the orders from Lt. Colonel Jackson forbid MDC weaponry from leaving the base due to the number of "misplacements" and accidental fire fights.  After, a couple of hours and perhaps too many drinks the characters will leave and head back to the base.

<GM’s Note>  If a particular character has had too much to drink, have that character constantly (in a loud voice to the other players) "detect" incoming waves of enemy mecha.

Eventually, the players will arrive back on the base and will be waved through the security without any difficulty.  As the characters are driving near to the boneyard portion of the base, RDF Albuquerque has a large area devoted to the storage of mothballed RDF mecha, the players on (-4 to perception) will notice a large truck next to one of the the temporary warehouse.  If all the characters fail on their perception check, then the character who has had the most to drink will in their drunken stupor tell the rest of the group about the activity.  Multiply the number of  player characters by 1.5 to determine the number of mecha pirates.  

Map of the hanger area (130k jpeg)

Sgt Bruce Englander
Hit Points 34  SDC 25
Alignment:  Aberrant
Level:  5
Attributes:  IQ 13, ME 12, MA 11, PS 17, PP 10, PE 14, PB 7, Spd 11
Disposition:  Looks after himself before all else.
Skills of Note:  WP Pistol, WP Semi/Fully Automatic Rifle, Mecha Pilot Basic, Hand to Hand   Expert
Combat:  3 Attacks per melee, +2 roll, +3 to parry and dodge, +2 to strike
History:  Englander was a member of the 3111th Destroid Battloid in Ascendance base.  There he fought against the Zentraedi for 5 years while honing his fighting skills  

 

Typical Mecha Pirate
Hit Points 17  SDC 25
Alignment:   Unprincipled, or any evil alignment  
Level:  1D4
Attributes:  IQ 11, ME 10, MA 8, PS 13, PP 11, PE 14, PB 10, Spd 11
Disposition:  Selfish, why else be a mecha pirate
Skills of Note:  WP Pistol, WP Semi/Fully Automatic Rifle, Mecha Pilot Basic, Hand to Hand Basic
Combat:  3 Attacks per melee, +2 roll, +2 to parry and dodge

Upon further investigation of the unknown group, the players will notice that there is a large truck located on the outside of one of the mecha hangers.  Three men are guarding the truck, and although they are dressed in RDF uniforms they seem nervous.  The remaining pirates are inside the mecha hanger performing maintenance checks on the mothballed RDF vehicles.  The three guards on the outside will try to keep the characters at bay for as long as possible by claiming to be with RDF security.  Calling into the the base will confirm to the characters that these men are not what they seem.

Bruce Englander will be informed by the three men outside if anything out of the unusual is happening.  Once he is notified he will pick one of the five vehicles at random and immediately try to start the machine up.  Once the characters enter into the hanger he will climb into the cockpit of said machine.  Thirty seconds later Sgt. Englander will fire a short burst <GM pick an appropriate weapon> designed to keep the heads of the players down and take off towards the mountains outside of the base to rendezvous with the Robotech Masters he is working for. 

Mecha Stored in Hanger

VF-1A

RDF Radiar X  

RDF Gladiator:  

LVT Adventurer II  

RDF Excalibur  

VF-1S  

<GM's Note>  The game master can increase or decrease the number and/or types of mecha in the hanger.  I decided that it would be interesting to force the characters to pilot older RDF mecha for this portion of the mission.

Thirty seconds after the pirates are warned of the players attack they will radio their Robotech Master allies for help.  A small squadron of bioroids are stationed immediately in the hills surrounding the base, unbeknownst to RDF forces at the base.  These bioroids will reach the hanger two minutes after the initial warning is given.

<GM’s note>  To add to the tension, and encourage the players to man the mecha, have the players hear the incoming sounds of war.  The bioroids will attack targets on the way in.  For every character piloting a mecha there are 1.5 blue bioroids, rounded up, and a single terran fighter.  RDF reinforcements 2D4 VF-1a’s will arrive after 2D4 melees.  Even if the characters manage to kill Sgt. Englander before any message was sent, still have the bioroids invade into the base.

Immediately after the conclusion of the battle the characters will be brought before Lt. Colonel Jackson for a debriefing.  Most likely this time the characters will not travel to the "flaming shot" for some rest and relaxation after this mission.

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