Saturn Offensive
This is a small, exciting mission for Veritech pilots in the Macross saga, taking place during the SDF-1's victory at Saturn's rings. I recommend at least 3 players for this mission (plus the gm). NPC's are also a good idea as well, to "help" the characters as needed. This is a good mission for beginners as well as experienced players, and should provide well for some interesting discoveries.
Part One: Ambush!
The characters should all be part of the same Veritech group (not a main group like the Skull or Vermilion or Indigo). The mission begins with the scrambling of the Veritechs as per the series, in preparation for the firing of the main gun. The characters' VT group is one of the last to leave the SDF-1, and is bringing up the rear. As the group heads to target, a LARGE force of Zentradi ambush the rear of the force-wiping out most of the rear contingent. There are literally too many pods and tri-thrusters to count...this point should be made clear. Keep the battle going until the characters get pretty beat up, then have an NPC suggest retreating under the cover of smoke missiles until help can arrive (unless a player suggests this first) The leader of the group (this should be an NPC) will order the remaining Vt's to fighter mode and lead them around towards the back side of Saturn. Once at a reasonable distance, the leader will order all mechs to be shut down to avoid detection. Only radio and life support will remain on. At this point, I recommend still having at least 6 or 7 other VT's plus the characters...not NPC's mind you, just "extras" who will most likely be finished off later. Here the characters will encounter their second challenge.
Part Two: Surprise!
While the characters are sitting with their power turned off, nothing less than a Zentradi Cruiser will defold approximately two miles from their position, heading right for them. (just for fun, you could have an NPC or someone else "notice" that the pursuing Zentradi are suddenly nowhere to be found). The leader should immediately order ALL VT's to hold position, and wait for the cruiser to pass, stating that they are out of harms way and will go undetected. Of course, all the characters will see that the Cruiser is headed directly for them. Should they still follow orders, have one of the "extras" break formation and run. Once this happens, a battle will ensue in which all remaining "extras" and most NPC's will be killed (you should be left with the characters and two or three NPC's). At this point the group could be split up: Some characters may be captured, while some escape, or all could be captured. The only way for characters to escape would be to enter the cruiser itself; either through an open door/hanger, or through an opening made by a recent explosion. As for the other characters, they are captured, removed from their mecha, and placed in a holding cell.
Part Three: Explore/Escape!
For simplicity's sake, group #1 will be the "escaped" group and group #2 will be the captured group. Group #1 will need to find some disguises or stash their mecha somewhere within 5 minutes after the combat, or else they WILL be captured. Once that situation is resolved, they will have encounters every 1 minute or so, with a 35% chance of being discovered. {The situation may vary depending upon the skills of the players.} After a fairly long time of exploring (half hour or so)group #1 will receive a garbled radio message from the SDF-1, ordering all Veritechs to clear the area, and something about a mobilization of all Destroids to Dadeleus.(provided they are still in their Veritechs. If the characters are on foot, be sure one of them has a portable radio) Once they hear this, the group should notice a "heightened situation" on board the cruiser, as if something is about to happen. Efforts to locate group #2 should be doubled. GROUP #2 will find themselves in a very large empty room that is TOTALLY sealed. The only hope for escape is a loose panel on the wall next to the door. The panel is half way up the wall (25 feet), and there is no way to identify the type of panel without actually reaching it. It's a tight fit to get in, but once in it is almost totally dark. The only light source is coming from what looks like a wall vent way on up near the top of the wall. But the panel is loose, and may be able to be pried open further, letting more light in. (Note-let the panel fall to the floor with minimal effort, causing the guard to open the door. This opportunity should be used to escape-if not, then the guard will shut the door back, and the players will have to return to the panel. Inside the panel. the characters will see a network of wires that are as big as small trees to them. Rolling under a basic electronics skill might cause the door to open. Otherwise, they will have to rely on the remaining group to rescue them. Unbeknownst to Group #2 is the mobilization of the Destroids to Dadeleus.
Part Four: RUN!
Once group #2 is free (either by their own accord or from group #1) they will have to move quick to avoid major confrontations and recapture. If the team chooses to search for their mecha, there is a 55% chance of success. However, they will have to get by the 5 Zentradi guards in full armor and 3 Zentradi's studying the mecha, plus any Zentradi that may be chasing them. At this point, both groups should be operating together. (if group #2 escaped on their own, have them unexpectedly meet up with group #1) A "heightened" sense on board the cruiser can be felt, and not long after the escape (5-10 minutes), a LOUD klaxon will sound; causing ALL Zentradi to scramble, leaving the characters to do what they want. At this point, the characters will have 2 minutes before the missiles from thousands of Destroids come piercing through the wall of the cruiser (the characters shouldn't know this, but they should recognize an urgent need to leave immediately. Should the characters run into difficulties, make available a battlepod or something which the characters could pilot or be piloted to safety. Also, should the characters be captured again, the cell will be their tomb unless they can open the door (via that panel). Of course, no guards will be found outside, and once free of the cell, escape should be fairly simple. Once outside, the characters will be treated to an incredible sight...that of the SDF-1 in attack mode, with the Dadeleus sunk deeply into the quickly blistering hull of the Zentradi cruiser. (the Dadeleus maneuver)
Notes:
Since this is a "beginners mission", try not to make it too difficult. On the other hand, don't just hand things over...make the characters think. (I.E. Don't just surrender information about the holding cell...make the characters determine a way to escape) Another good aspect to this mission is it's concurrency with the series. Use that to keep the mission fun. For example, while escaping from the exploding cruiser, have the characters encounter Rick Hunter has he faces off with the Zentradi soldier. That's one of the most enjoyable parts to this mission. Also, the characters should be gathering as much intelligence on the enemy as possible. If none of the characters exhibit such actions, have an NPC do it. Besides that, somewhere in the course of the mission, the characters WILL come across a room full of Zentradi in stasis. If they choose to investigate, the characters will receive a bonus in experience, as well as a good insight into the Zentradi race. Beyond that,
anyone who does try to gather intelligence will get a big bonus in experience. Upon successful completion of this mission, all characters will receive a promotion and will remain together as a "special operations" squadron, ready for further missions.
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