Last modified 08/15/00

Insertion

True to his word K'zerk will pick the characters up on time.  He will drive up in a early model flatbed hover transport.  Two other Karbarrans are with him and they will load the characters equipment on the back of the transport.  The characters will notice that along with their equipment three Karbarran After approximately 90 minutes of driving through the city, the characters will be completely lost.  If any asks K'zerk where they are going, he will respond that this route is necessary to avoid all the random patrols of police.  Eventually, he will pull the truck into an abandoned industrial area of the city.  The walls of the surrounding buildings are incrusted with centuries of residue built up from the use of peat.  The hover transport will enter into the building and the characters will be told to suit up.  During this time,  K'zerk and his two assistance will also enter into the three Karsrek power armors that were also located in the back of the truck.  After the characters are ready, K'zerk will lead the group to an opening into the sewer system.  He will give the characters the location of C'tek's underground base and directions on how to get there.  Once the characters are ready, K'zerk will issue this final warning:

"Remember that I have provided you with a basic map and directions; however, C'tek is an unpredictable enemy and most likely has fortified his base with hidden doors and armored defenses.  Inform me once you have the area secured."

<GM Note> Characters must make -10% navigation check to get there in 20 minutes or less otherwise the trip could take as long as an hour.


Infiltration

The players are able to travel to the underground base without incident; however, at the GM's decision.  The players could be waylaid by Invid inorganic hellcats or perhaps some rogue Karbarran units under the command of C'tek.  C'tek has designed the base well.  Two remote cameras are installed facing either way down the tunnel. 

<GM note>  Characters are -10 on perception or -40% on detect concealment to identify the cameras before they are seen.  

In addition, C'tek has placed several several seismic sensors in the sewer designed to detect incoming mecha (power armor, cyclones, and inorganics).  Characters on foot without body armor will not be detected; however, cyclones are detected 50% of the time every minute they are within 50m of the sensors.

Map of C'tek's underground base (96k jpeg)

 

<GM Notes>  Both doors exiting the complex are hidden and require a perception check at –10, or read sensory instruments (when applicable) to find.  All doors have 50 MDC and can be locked on either side.  When locked they require a hacking check –50%, 3 minutes with proper equipment to break into the door. 

Total base personnel:  

Invid Reactions to REF incursion:

The Invid will immediately enter into the armory and mount into their enforcer power armor.  Trem will station himself in the front the base along with the other 5 enforcers.  The goal of the Invid, if the base is going to fall to the REF, is to evacuate the remaining Invid technicians and any data that can be saved and flee to the next covert base.

C'tek reactions:

C'tek is not nearly as concerned about saving the base as his Invid allies are.  He will order his personal to evacuate the base immediately.  As a result, they will fight a delaying action battle and then will use their Invid allies to blunt the edge of the REF attack.  C'tek will leave the base once the characters enter into area 7, 9, or 10.

Entry way:

At all times there is a single Invid Enforcer guarding the door, if alerted this is increased to two enforcers and a Karbarran Karsrek Power armor.  There is an EI-17, taken from a standard Karbarran Karsrek armor and mounted as a stationary cannon, guarding the front door and activated at all times.  

EI-17
Damage:  1D4*10 for short bursts  
Range: 600m  
Rate of Fire:  4 Times per melee  
MDC:  Force field 50 MDC, weapon 10

 

  1. Invid Armory:  The 5 Invid weapon specialist will immediately come to the armory and mount up into their assault rifles.  If possible the technicians will enter into this room and arm themselves with standard weapons and armor.  If possible the Invid will try and keep the REF forces in the entry way or within the front of the base.  There are 5 enforcer power armor and one red enforcer located in this room along with:
  1. Karbarran Armory:  The smugglers similarly have there own armory. This is were they store the REF weapons and equipment that they have smuggled off REF bases. If the base is alerted, all 5 of the smugglers will enter this room and arm themselves in Karsrek power armor.  They will gladly leave a majority of the equipment behind.  
  1. Invid Quarters:  Normally 1/3 of the Invid personal are in their quarters at any given time.  This will include 1 or 2 Invid guards and 1 or 2 Invid Technicians.  If the base is alerted these personal will go into the armory and suit up in 4 melees
  1. VAF-6H analysis:  C’tek has managed to smuggle pieces of a VAF-6H “Karbarran Alpha” down into his underground base.  At least 1 Invid technician is in here at all times performing checks on the mecha.  The alpha fighter has been disassembled to fit into the sewers and then into this base.  REF personal could place the alpha fighter back into operational status within 100 hours. 
  1. Briefing Room:  This centrally placed room is where the members of the base would come together for briefings or to delegate assignments for the days work.  There is a large holographic table (10 MDC) mounted in the center of the room.
  1. Kitchen / Mess Hall:  The members of the hideout take their three meals a day here.  The Invid consume prepackaged Flower of Life supplements that are stored in the Kitchen area.  While the Karbarran diet is much more diverse.  There is enough food currently stored here to last the base for six months
  1. Storage:  Currently 60% full.  Protoculture power cells, armor, and a boxed 2 x Pratt & Whitney JG95A [Main] Fusion plasma-air/reaction mass intermix turbines for the VAF-6H
  1. Karbarran Quarters:  Normally 1/3 to ½ of the Karbarran staff will be located in this room.  If an alarm sounds they will immediately suit up in their armor and await orders.
  1. Hyperspace communication relay:  A small hyperspace communication relay is locate in this room.  It is in perfect operational order.  Trem uses this to communication with the Invid communications station in the Opteran system.
  1. C’tek room:  C’tek’s room is very lavish with large bed and trophies hanging from the walls.  He will never enter into direct conflict.  The door out of his room enters in to the sewer system at are hidden and require a perception check at –10, or read sensory instruments (when applicable) to find.


Aftermath

Eventually after the battle K’zerk will come and survey the damage.  If the players have killed C’tek he will be more willing to shield the characters on there trip to the asteroid base.  The less effective the raid is he will offer less and less help; however, he will always give the players information of the underground caverns that lay beneath the Invid outpost.

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