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.

  Map Caverns Underneath Hive (180k jpeg)

 

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 

Hive

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

  1. An active mecha bay.  Generally there are 2d4 Invid scouts at any given time.  There are an additional 3d4 scouts in storage
  2. Active Invid Armored scout bay.  Generally there are 2D4 Invid armored scouts here at any given time.  In addition there are 3D6 invid boosters
  3. Invid Razorback mecha hanger.  2d6 Razorbacks are active with 4D6 in storage

Level 2

  1. Mecha bay for Invid Tics.  Generally 1D6 are active with 4D6 in storage
  2. Mecha bay for Invid Arachnids, generally this area is empty however, up to 10 units can be found here
  3. Storage for Invid boosters.  25 booster units are located in this area.  They are sent up to level one and then mounted on the armored scouts.
  4. Stasis chamber for type one and two Invid.  Units are awaken and placed into mecha upstairs
  5. Portal chamber to lower levels, 2 enforcers guard this area

Level 3

  1. Invid mecha bay for Invid Shock troopers and Troopers.  1D6 troopers and 2D6 shock troopers are active at any given time.
  2. Storage area for Invid Mantis.  2D6 units are active at any given time
  3. Stasis chamber for type two Invid
  4. Portal chamber to lower levels, 2 enforcers guard this area

Level 4

  1. Crew quarters for level 4 Invid generally 20-30 Invid stage four are in this area.  Fibrous walls give some semblance of “rooms” however they are lattice like
  2. Hyperspace communicator (200 MDC)
  3. Science Halls

Level 5

  1. Flower of life storage, for use as nutrients and power for the mecha
  2. Long hallway, always guarded by 1d4 shock troopers.  Two connecting corridors from the inorganic hangers on either side of the central hive enter into the main hive at this point.
  3. Stasis chamber for type three and four Invid

Level 6

  1. Entry way :  1 Scrim and 4 enforcers
  2. Outer chambers:  1 scorpion and 4 mantis
  3. Invid Brain always guarded by 2 red enforcers.  Access to the power chamber though 100 MDC forcefield

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.  Once the hyperspace communicator is down, the REF fleet will fold in.  The SS. Alabama with 5 Garfish destroyers will fold within 100 kilometers of the asteroid base to provide cover from any Invid that might be pursuing the Players.

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).

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