Last modified 01/02/01
Introduction/Overview
K'zerk, if persuaded will
allow the characters on board his ship while he resupplies the communications outpost, otherwise the
characters will have to take their Garfish and fold into
the system. If that is the case,
the Invid will know that an attack is in progress.
K'zerk will insist that the characters leave the shuttle before he enters
into the shielding, as if they do not he believes that his ship will be
destroyed in the crossfire between the REF and Invid forces. Whether or
not this is the case is left to the GM to decide. Ideally the characters will travel through the tunnel system, meeting some inorganic
units close to the base. They will enter into the base system and eventually penetrate
the hive and and deploy their nuclear weapons near the reactor's core. Once the shield and the system is down the REF invasion fleet
will fold into the system. However,
the characters will have to be very specific on when the shielding is to come
down because the REF wants to fold in precisely when the communications comes
down.
To the Hive
Most likely the characters will travel through the cavern system below the Invid outpost. The GM should decide whether or not the Invid have patrols through the cavern system. In either case, the PC should have to make sensory instrument checks to navigate through the tunnels. Any failed checks will likely result in the characters detecting sensor ghosts.
Hive
On either side of the hive are two inorganic mecha bays. Each consists of a single underground room designed to hold up to 50 inorganic units. Each bay connects to the central hive through an underground corridor that connects to the power core. The corridors connect into the main hive on level 5 section B (see below). Three MDC force fields doors block the way, all are 100 MDC.
Map Area Surrounding Invid Hive (146k jpeg)
Two mecha bays on either
side of the Invid hive mount the following:
10 Invid Odeons w/guns |
3 Cranns |
10 Scrimm |
2 Red Scrimm |
20 Hellcats |
Patrolling immediately around the Hive
(within 1 km)
1 Giraa command unit |
3 Invid Shock troopers |
3 Invid Troopers |
5 Scouts |
5 Armored Scouts |
2 Invid Mantis |
3 Odeons |
2 Red Scrimm |
10 Hellcats |
Combat groups which patrol the perimeter of the hive consist of the following:
Ten patrols of 5 patrolling
within 10 km of base |
1 armored scout w/booster |
2 scouts w/booster |
Five patrols in nearby asteroids |
3 Invid Ticks |
Five Patrols within 10 km of hive |
5 Invid Razorbacks |
Two Patrols within 10 km of hive |
3 Invid Arachnids |
Eventually, the characters will penetrate
the hive. Once that happens the GM should roll on the rolling chart for
every three minutes (or as needed):
Percentile | Mecha |
0-25 | Nothing |
26-50 | 1D4 Enforcers |
51-75 | 2 Hellcats and 1 Scrimm |
76-85 | 2 Odeons w/guns |
86-00 | 1 Scorpion with 2 Mantis |
Invid Hive (153k jpeg)
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
The power generator for the shield and the entire complex is
located some 100 meters below the Invid hive.
There is access to the core through level 6 of the hive.
The core is 500 MDC and will destroy the hive is destroyed as well as
3d6*10 MDC to all units within 100 meters of the hive.
Debriefing:
After the Invid outpost is
completely annihilated by Invid forces, the players have the option of
participating, they will be ordered to debrief with Rear Admiral Nachaeiv.
“You are to be congratulated, your strike allowed the REF to set up and reinforce the blockade around Optera. Granted the campaign is far from over; however your deeds today will not be forgotten when the history is written of this eventual conquest of the Invid homeworld. I am granting some well deserved rest and relaxation your squadron.”
At this point Admiral Nachaeiv will give out
promotions and/or medals for any deeds of valor (GM should determine what level
of reward is appropriate).