The Second Mixed Assault Group: Adventure 1

Background: Info:

The R.E.F. offensive, based out of Tirolspace, has been spread to several outlying planetary systems. Planet Epsilon 4 is the current staging planet for the Psi 32 Sector. Epsilon 4, which is basically worthless for anything else, is located several light years away from a major Invid Hive Planet. Despite its seemingly important location, the focuses of the REF fleet is in other sectors. Because of this, the base is defended by a light garrison force. This force consists of a standard garrison force and the Second Mixed Assault Group (M.A.G.).

The Troops:

Garrison Force: 40 Destroids, 15 Legios, 5 Vindicators

5 M.A.C. III
2 M.A.C. II
8 Raidar X

10 Gladiators
8 Excalibers
7 Spartans

Second M.A.G.:

2-10 Alphas
2-10 Betas
1-10 Destroids
0-10 AJACS II

0-5 V.H.T.s
0-10 Logans
0-20 Cyclones
0-10 Super Veritechs

The Mixed Assault Groups were formed to give the REF a number of reinforcement groups that had plenty of firepower, while being able to work in a variety of areas and situations. The Second MAG is based on E IV to give the garrison force more airpower coverage.

(For game purposes there should be at least 2 Alphas and Betas [Legios], 2 Destroids [any type], and any number of AJACS II, VHTs or Hovercycles. The Logans don't really play an important part.)

Background: Situation:

For the past couple of months the Invid have been searching intently for this base. In the past, whenever an Invid scout party had gotten close to the planet, the base was completely shutdown. This method was flawless. The base was never detected. However, there was a weak point. The bi-monthly shuttle, which brought in new personnel, mecha, and fresh supplies, was easily detectable. In order to get around and through the Invid scout parties, the shuttles usually hid, ran, and fought their way along a series of obstacle courses that always lost the scout parties.

This month, instead of the usual Horizont, a Garfish is bringing in the supplies. Approximately three hours before the start of this adventure, the Garfish is attacked by an Invid Scorpion as it is coming out of its routine "silent running" period. Caught by surprise, it never had a chance to launch fighters or fire too many shots. The Scorpion used its spikes to rip a hole into the hull. Through this hole Armored Scouts and Inorganics were unleashed on the crew. After an hour of intense fighting the last pocket of resistance was wiped out. Surprisingly, the bridge was the first location captured. The Enhanced Enforcer 'Griar', which had planned the attack, claimed the ship and packed it full of Inorganics and Armored Scouts. With the ship on automatic, it led his forces directly to the E IV. His plan is basically to sneak to within short range of the base and then unleash his assault. The remainder of his forces would come down later in the troop carriers and Scorpions.

The Assault Force Consists of:


1 Enhanced Enforcer 'Griar'
60 Cougars
20 Scrim

20 Crann
90 Armored Scouts

The Invasion Force Consists of:

3 Scorpions (Each carries maximum troops)
10 Clam Troop Carriers (6 carry only Shock Troopers, 4 carry only Armored Scouts)

The Adventure:

Some of the Background: Information should be shared with the group. The rest is only for you the GM to know.

To the Adventurers:

You've been stationed here on Epsilon IV for almost 7 months. Eventhough you welcome the break from constant fighting, the boredom of being stationed on a backwater planet is getting to you. Today you will finally be getting transferred back to Tirol.

Pick One of the Destroid Pilots

As ________ sets out to Lookout Mountain, you can only breath a sigh of relief that you will be transferred off planet today on the incoming shuttle.

-To the Destroid Pilot-

As you are walking your mecha up the road to Lookout Mountain you grumble about your luck in getting lookout duty two days in a row. Sure. All you have to do is hook your mecha up to the scanner array and stand there for 8 hours scanning EVERY rock that comes with 1 million miles of the planet. What more could a person ask for? If only you hadn't made that stupid bet at the poker game. Well, at least you'll be leaving before night.

Assign the rest of the group to mundane chores and duties. At the time of the attack no one is to be in their mecha. If you can't think of anything else, say that they are packing their clothes and stuff for the shuttle.

-To the Destroid Pilot-

After about three hours of scanning, you are happy to see that the Garfish transport is entering the atmosphere. From the way it is entering you estimate that it will take it 15 minutes to get here. After radioing in to base you begin the process of unhooking the mecha from the scanner array.

As you are walking down the hill you decide to take a look at the ship that will take you off of this dirtball of a planet.

-Have the pilot roll a 1D10, on a roll less than 4 read this

As you are watching the Garfish come in you notice something strange. As you look closer you realize "THERE'S A HOLE IN THE SHUTTLE!"

-On a roll of 5 to 7 read this, then reroll. On a reroll of 6 or less read the last message.

As you are watching the Garfish you get a feeling that something isn't right. Something about the ship seems strange.

-On a roll above a 7 read this message, then reroll. On a six or less read the previous message and follow its directions.

As you are walking down the hill all you can think of is how beautiful the Garfish looks in the sunlight.

If the pilot doesn't realize within three rolls, the Invid launch out of the hole and the launch bays for a surprise attack. They can make two melees of free attacks before the defenses respond. If the pilot realizes before three rolls he gets the remaining rolls as melees of attack. Any firing that takes place will alert the base to the attack.

When the Invid launch, a group of 10 Armored Scouts will head directly for the scanner array. They will then attack and blow it up. After that, they will strafe the pilot until he destroys them.

-To the Rest of the Group-

As you come out of your barracks with your bags you suddenly hear the sounds of alarms and firing. One thought crosses your minds, "The Invid are attacking."

As you grab your hand guns the barracks behind you blows to pieces. A wave of Armored Scouts flies by overhead firing at everything in their path. Sporadic blasts follow the Scouts downing two. Three Alphas fly overhead in pursuit. You'll be killed unless you get to your mecha

Give the group some time to form actions.

As you pick yourselves off the ground, you see the Base Commander running towards you. As he gets closer, he yells at you, "You have to get to your Mecha. Most of the other Destroids were destroyed before they were prepared. We've got eleven Destroids and 15 fighters holding off more than 100 Invid. And there are a lot more on their way."

"Before it was destroyed, the scanner array picked up at least 6 more troop carriers coming our way. We CAN'T hold this base against more than 1000 Invid. I need you to help hold off these Invid so that I can get all of the personnel to the Pegasus. When everyone is off base, I'll signal you to fall back to the ship.

Good Luck. You're going to need it."

With that he runs off through a burning alley.

By the time you get to your Mecha half the base is burning or exploding. Off to the north of the base you see heavy firing. The south wall of the base is crumpled and running up the road is _________, in his destroid.

Let him make a report of what happened. Then let the group decide where they should go. Lightly suggest the North Wall, to help evacuate the personnel.

Whichever way they go, they should encounter groups of Invid.

The main group will consist of 5-20 Armored Scouts. On the third melee of combat 2-12 Cougars will show up. If combat isn't finished in seven melees an additional 2-12 Armored Scouts, 3-18 Cougars, 2-8 Crann, and 1-4 Scrim will show up.

There will be an encounter every five minutes (20 melees). It is important to keep track of the Invid. For encounters there are only 30 Cougars, 15 Crann, 10 Scrim, and 50 Armored Scouts available. The rest are at the northern section of town fighting the few remaining REF personnel.

After 20 minutes of the hardest fighting in your lives, you finally arrive at the North Wall. Chaos reigns supreme as Mecha and Invid are gripped together in savage street fighting. The sky is filled with burning Mecha and Invid.

Let them join in the fight. Of the garrison force of 40, only 3 MAC III, one MAC II, 2 Raidar X, 2 Gladiators, 2 Excalibers, and one Spartan are left. There are also 6 Legios, one Alpha, and two Vindicators left. The rest of the assault force, consisting of Griar, 30 Cougars, 5 Crann, 10 Scrim, and 30 Armored Scouts, are here fighting the REF. Spread the Invid out among the two forces, with the majority going to the MAG. Any remaining Invid from the encounters should join in this battle.

Have the Enhanced Enforcer Griar attack the group leader. Use his abilities to the max.[When he fires his arm missiles, make sure that he has a sure hit. Roll to hit. If roll is above a 15, fire them. This will force the player to either dodge or roll with the shot.] When using an Enhanced, remember they are nasty infighters, using their lasers and missiles for devastating effect. Remember these are the nastiest, meanest, toughest Invid ever created. He is not to be easily defeated. If necessary, he will retreat from the battle, rather than be killed.

After about ten melees of combat read this message:

In the middle of the battle, you receive the order to pull back. The Destroid commander asks you to protect the retreat while he pulls his troops back to the HADC. Five minutes later your group is fighting at the ramp of the Pegasus.

As the last of your forces retreat into the Pegasus you look back to see the base burning. Eventhough you were defeated today, you have a feeling that you will back here, soon, to reclaim the planet.

Conclusion:

The Pegasus launches off of the planet three minutes later. Upon exiting the atmosphere it successfully evades and destroys any Invid getting in its way. The last sight you have of Epsilon 4 is of a dozen ships entering orbit around the planet. Minutes later you feel the gut-wrenching of the fold drive activating.


This is where the adventure ends. However, there are soon to be more. After all someone has to stop 'Griar' and the other Enhanced Enforcers. These things are a serious threat to the REF.

And then there's the simple fact the war effort in that entire sector has been destroyed. The possibilities are endless.


Here is a layout map of what the REF Epsilon 4 Base looks like.


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