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:
5 Invid Weapons Specialist
5 Invid Technicians
5 Karbarran Smugglers
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 |
20 REF Gallants with Rifle Stock
and 50 clips
10 EI-17 Energy rifles
5 RL-6’s rifles with 25 plasma
mini missiles
5 Sal-9
7 FAL-2 Automatic rifles
15 M-36 Badger sub machineguns
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.