The following adventures and their charcters can be modified in any way. I only ask that you not distribute them over the internet.
Mission Name: "Shadow Brought to Light"
Mission Type: Subplot
Difficulty: Moderate
Number of Players: 3-5 (Red Squadron)
Setting to Be Started In: Ikazuchi Carrier
As the end of uneventful day draws to a close, the red alert sirens begin blaring. "All pilots to their mecha! All pilots to their mecha! This is not a drill. Repeat: this is not a drill." You run to your mecha, roughly prepped and rearmed [-20 missiles from Beta Fighters, -10 from Alphas and Destroids] from a previous battle. Your targeting computers register 18 Armored Scouts (4 damaged and at 50 MDC), 8 Troopers, and 10 Shock Trooper (1 heavily damaged, at 35 MDC). You launch (roll initiative).
[After 10 kills]
Over the comm unit you hear, "Red Squadron: Leave battle and head back to the ship's hangar bay!" Six Shock Troopers are swarming around the main Veritech Hangar Bay, apparently flying cover for the three Enforcers inside the bay. Your orders are to engage the Enforcers. [Before at least two Enforcers are destroyed] You see the remaining Enforcers and Shock Troopers jet off carrying a monstrous container. With them having the head start and the thrusters attached to the container, it would be nearly impossible to catch up to them now.
[After the battle]
You come back from the badly damaged hangar bay and land in a secondary bay. The first thing you hear is that Veritech Squadrons should report to the War Room imediately.
There the First Officer is waiting for you. "Our assistance at the liberation of Praxis is no longer needed as Admiral Hunter has considered the recent developments and has therefore assigned us new orders."
A hologram of a green planet appears. "We have achieved an orbit with a safe enough distance away from the Invid base on this planet that they cannot detect us. The raid earlier was only cover for the smaller group that penetrated our ship's defenses and entered our main Hangar Bay.
"They stole two Shadow Fighters. We remotely self-destructed one but could not destroy the other as our safety protocols can not allow simultaneous remote destructions. Their speed put them out of our range before we could destroy the second fighter. We do not think that their intent is to use it against us but rather to study the stealth system and thus be able to sense the fighters when they are "cloaked". Intelligence gives us a time window of some twelve hours before they learn to detect it. Therefore your mission is to infiltrate the mini-hive, and destroy the fighter in the time alotted. A map of the base and the planet has been programmed into your flight computers. You leave in one hour."
END OF FIRST HALF OF ADVENTURE-------------------------------
Mission Name: "Shadow Brought to Light Part II"
Mission Type: Continuation
Difficulty: Moderate to Hard
Number of Players: 3-5(Red Squadron)
Setting to Be Started In: Ikazuchi Carrier
You launch, along with 5 Cyclones, 2 Alphas, and 2 Betas.
The green, thickly clouded planet grows larger as you enter the atmosphere. (Roll Read Sensory Equipment skill to find path.) The alien conifers ar hundreds of feet tall.
Half way though your journey a surprise attack is upon you. (Roll Piloting Skill every two rounds due to dense forests). Two Invid Shock Troopers and five Armored Troopers attack. (Roll initiative between players, Invid automatically go first because it was a surprise attack.
As the last Invid are polished off, you notice something strange. A wrecked Invid flies right through a significantly larger tree but both don't seem any more damaged than before.
One of the Alphas shoots a round from his GU-XX gun pod into the tree and it too flies right through.
[If one of the team members look]
It is one long corridor downward, you assume this is the Invid mini-hive. One of the Betas gives the command to enter the corridor.
The hall way you are near is large enough for you to walk in two side by side lines. It is blocked off by a large door. [Heavy fire power such as missiles or guns would definitely attract Invid, plan accordingly]. There is a port that controls the door, a Cyclone Rider could operate it using the Computer Operation skill.
[When completed]
The door opens and you see immediately that it is a maze of hallways and doors.
Room A: Storage Room for Inorganics Contents: 3 Crann, 4 Cougar, 3 Odeon, 4 Scrimm
Room B: Inorganic Patrol Contents: 1 Crann, 3 Scrimm, 4 Cougars, 2 Odeon
Room C: Hive Invid Patrol Contents: 4 Enforcers, 7 Troopers, 3 Scouts
Room D: NOTHING
Room E: 1 Red Enforcer on Speeder, 2 Enforcers, 5 Shock Troopers, 7 Armored Scouts, Shadow Fighter, 7 Scouts, Invid Brain.
[After the destruction of the Invid Brain, his last command having been to destroy the hive, all remaining mecha must escape the explosion] (Cyclones must enter the Alphas' storage bay. Mecha are -10% to piloting because of the high speeds.) A bramble of blue, arcing electricity engulfs the hive and it explodes.
The remaining men and women return to the partially reconstructed Hangar Bay. You are soon called to the debriefing. More holograms appear showing the destroyed base and other wreckage.
The First Officer speaks: "Good job, team. You destroyed the hive and the Shadow Fighter keeping the fighter's secrets secret, we hope. You may yet be called back to a mission of this origin. But in the mean time, enjoy some well-earned R&R. Dismissed."
END OF ADVENTURE---------------------------------------------