Last modified 01/02/01
"The Admiral"
<GM note> If one of the characters possesses a navigation hyperspace skill, the GM should allow that character to calculate the jump. If the GM would like, the characters could de-fold into incorrect coordinates. This would allow a plethora of new adventure ideas; however, the GM will have to fill in any adventure ideas from this point.
The jump will proceed normally; however, approximately 6 months of time will pass in the normal universe while time will remain still for the characters. The characters will de-fold approximately 1 light year from Tirol. Unfortunately, there is an Invid clamship 100,000 kilometers distant from the SS. Roger Young. The Invid are here performing routine recon of the REF forces in Tirol and are preparing to fold back to Optera to report their results. Unfortunately, for the players the Invid commander on board the clamship decides that the SS. Roger Young poses a threat to the operation and will release its troops to destroy the REF ship before folding.
Invid Mollusk Carrier (see Palladium Books "The Sentinels" page 132)
244 Invid Scouts w/boosters
244 Invid Armored Scouts w/boosters
The Carrier will deploy the mecha several thousand kilometers outside the range of the SS. Roger Young. The GM should allow the characters to deploy their mecha normally and then have the Invid send in several small groups to test these Robotech Defenders before the final wave of Invid destroys them. Immediately before the final wave is launched, the SS. Alabama, an Izachuchi class battlecruiser, will defold and deploy troops to protect the players. Fortunately, for the characters the REF has not let the Invid intrusions go unnoticed and they detected the SS. Roger Young defolding.
<GM note> The GM should decide how much help the the players need to defeat the Invid. The SS. Alabama will immediately dispatch the carrier; however, that will still leave some 400+ Invid to deal with. I suggest that the characters begin the fight with 10-20 Invid attacking per player and then have the reinforcements arrive after 4 melees to help out if necessary.
After the fight, the communications officer will receive a hail that commands the players to send any senior staff to the SS. Alabama briefing room. The Roger Young will take up position approximately 5 kilometers off of the starboard bow of the SS. Alabama. The players can either shuttle over or fly their mecha to the Alabama; however, in either case they will notice that the activity on board the ship will be frantic as Alpha and Beta fighters are currently undergoing maintenance checks. Personnel will take little time to chat with the characters only direct them to the briefing room. Once the characters are seated several minutes will pass. An attendant will enter after approximately 5 minutes and inform the characters that it will be another 30 minutes before Rear Admiral Nachaeiv will be able to see them. After thirty minutes Rear Admiral Nachaev will enter the room.
<GM note> If the
characters so wish, -2 MA check, they will be able to strike up a conversation
with one of the bridge crew. The
operation that is about to commence is the final assault on the Invid home world
of Optera.
“Please be seated.
I understand that you have come from Earth, tell me the situation?”
After the characters explain why they are here, he will
inform them that a relief expedition is already planned; however, once the Invid
home world is taken the threat to earth should lessen.
After a few minutes of small talk he will bring the discussion back to
the current mission.
“I have looked over your combat history and I am impressed. I consider myself fortunate that such an experience combat group happened to literally drop in on my lap. As you might already know, the REF is assembling a combat fleet to launch the final invasion of Optera.
<A holographic image of a small asteroid on the edge of the Optera system will arise out of the holographic table>
This
is the primary hyperspace communications relay station for the Optera system and
it must be taken out before the fleet arrives in system.
As you can see it is surrounded by an Invid shield.
Unfortunately, nothing short of a large scale reflex bombardment will
allow us to bring down the shielding and destroy the station.
This is exactly what we do not want to happen for this would allow the
Optera system to send out a distress signal to all the remaining Invid forces. Most likely they will come swarming in and place
the invasion fleet on the defensive.
We need a quick strike against this station to disable the
relay before the Invid realize what has happened.
This is where your group comes in. REF intelligence has discovered that a
Karbarran independent merchant named K’zerk has dropped off supplies to the
base. He has not been located yet;
however, he might know of an alternate route into the base through the
asteroid.
Your orders are as follows:
Keep me informed on your time table as the current invasion
plans are such that the fleet will arrive in system the moment that you bring
down the relay. Are there any questions?”
Any equipment that the character need will be issued; however, in 2039 shadow fighters and destabilizers do not exist.
"To Karbarra"
The players will fold to Karbarrra and place the ship in orbit around Karbarra. The players will be cleared to land at the Karbarra Defense Headquarters where they were told that the REF liaison will meet them. Upon, landing there will be no one to meet the characters. Inquiries to the local Karbarran officials will only tell the characters that Major Hunt is in his offices and that he had been informed of the characters arrival. The characters will find Hunt with a bottle of whisky in a darken office with the smell of alcohol laying heavily in the air.
"Yes, yes come in. I was informed by the REF that your were coming."
<GM note> Hunt will not be friendly to the characters. The lack of caring and the alcohol has made Hunt unaware and uncaring towards everything. The characters will find him very difficult to gather any information from however he will tell the characters that:
"Be warned that the Karbarran government looks unfavorably to any REF soldier bringing mecha into the city. If I were you, take my advise and bring only personal weapons, otherwise if you are caught you will be subjected to imprisonment and confiscation of your weapons."
“K’zerk is a shady character, I know that he has some
dealings with the Invid during the occupation that continue to this day. He can
often be found in the bars that surround the civilian spaceport.”
The characters will have to spend 48 hours searching the bars before K'zerk allows himself to be found. If the characters have streetwise (-30% because of the foreign planet and people) the characters will locate K'zerk after 1D4 hours. After 2D10 hours of searching the characters will be mugged by 1D4 Karbarrans. They will attempt to rob the characters while they are in one of the bars or in a dark alleyway.
Typical Karbarran Thug |
Hit Points 24 SDC 30 |
Alignment:
Unprincipled, or any evil alignment |
Level: 1D4 |
Attributes: IQ 10, ME 9, MA 8, PS 19, 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 |
They will meet up with K’zerk
in a local establishment
“The Peat Pad”.