The PC’s will NOT be required to destroy all of them; Only about 5× their own numbers. Other units will also involved in the attack.After this, the P/C’s will be released from further actions on this planet, returned to their regular duties in the fleet, and ship out. The SDF-6 and the rest of the fleet will have already shipped out to the next settlement planet, so the PC’s will be send to another system to await the fleet (about 2 weeks). The usual pattern is one planet side rotation every 5th colonization.
Third Adventure: ¡¡Ambush!!A Masterite group has a ambushed the fleet in deep space. The Masterites have 1 Mothership and a dozen or so other ships (including captured UGC ships). Their intentions are to take civilians for “retasking” (brainwashing)and to take food and ammunition (a slight change from the norm).Objective: Simply defeat the Masterites.Assets:1 Mothership2 PLANET MASTER-Class Assualt Shuttles1 YOUNGER-Class Assualt Destroid/Shuttle3 ARMOR-Class Cruisers4 RIN NADOW LOJMClass Monitors2 TOU REDIR-Class Salan ScoutsSeveral dozen Master’s Assault Shuttles.Mecha:Many Bioroids of all the major tyes; About 2,ØØØ in all.23 Police Destroids2 HAS-1 Hover DestroidsAbout 4ØØ other Destroids of varous sorts.28 Guardians of varous sorts; They’re all actually more like rebuilds, using parts off of several to rebuild any given one. Pretty much useless if captured.Political Solutions: None.Obstacles: Only combat. The Masterites WILL use nuclear missiles against civilian targets if the Mothership’s capture threatens.Fourth Adventure: Seige of Sorien.Situation: 6TH Fleet was received an urgent request for assistance from the local Privy Council of Sorien, a mostly agricultural and mining system in the outlier sector of Sixth District (6TH Fleet’s AOR). An Ator malcont group is attempting an all-out offensive to take control of the system- Not a usual hit-and-run raid, but an actual land-holding action. They believe they can hold the system for about 3 months, more than long enough to completely drain the system of most of it’s valuables.In preperation for their attack, they had inserted an virus into the Hyperspace Link System to disable it; This would prevent the locals for calling for assitance until it would be far too late. This type of attck, while rare (especially for Ators), has been successfully carried out before.Unfortunately, just as the assault began to swing into high gear, a tramp freighter, the Unreliable (a Thuverl Salan rebuild job) lived up to her name once again- She had been schedualed to come in over a month before, and was assumed to be lost in space. Arriving late, and unaware of the attack, the Unreliable realized the attack for what it was, and FTL’d away as fast as she could. it was the ironically appropraitely named Unreliable who raised the alarm- Failing, for once, to live up to the name.The Ators actually have the largest part of their plan well underway- A few thousand RDF’ers and other refugees are the only free forces still at large, and they aren’t serious enough a threat to warrant attention. The RDF warships are under Ator control (in fact, several have already been spirited away to parts unknown), and a very large quantity of Mecha and parts are long gone. Civilians have already been segregated from military, police, and security personell- Those with combat skills (including almost all police) are killed outright- Ators know a dangerous animal when they have it caged. A lot of those taken have tried to lie about their jobs (police officers claiming to be “mere” parking cops, infantry men claiming to be electricians, etc), but this tactic has proven to be far less than effective. Security gurads are generally killed immediately.The PC’s job will be to take part in breaking the seige.Planets: The main planet is Sorien, but there are also several off-world colonies.Interference: Ator malconts.Assets:2 SLAVE MASTER-Class Ships5 MALCONTENT-Class Cruisers8 PLANET MASTER-Class Assault Shuttles and 5 YOUNGER-Class Assault Destroid/Shuttles have been pressed into service.Headquarters The Ator faction leader has taken up residence in the city hall building in a small city on the coast. This placed her closer to the major internment camps without being close enough to actually see the camps, and has a buetiful veiw of the ocean. The city, Jerine, is the center of military, police, and security personell internemt so she can PERSONALLY oversee their deaths.Mecha: Several THOUSAND Atorina robots. The Ators haven’t had a chance to put the UGC Mecha back in service for the most part, but the Police Destroids, being one they routinely utilize without much change ARE in service (about 2ØØ of these in all have been quickly repainted in Ator red and black).Political Solutions: None. The Ators know if they’re taken alive, they’ll die on a UGC Prisonship- Their own, if the UGC gets that.Obstacles:1) Mine field: Modified Nuclear MRM’s: The MRM’s were simply dropped in place with a remotely controlled disarm device (for later collection and reuse, if possible). Will aggressively attack REF ships, detonating theirnuclear warheads at about 1ØØ miles. Range: Effectively unlimited. However, it requires 3Ø hours to transit from the mine field to the main fleet body, giving the fleet PLENTY of time to attempt to destroy the missile. Total Number of mines in the field: 2Ø,ØØØ,ØØØ.Note: The Mine will NOT detonate withing 1ØØ miles of the main mine field area: If the PC’s can destroy them (even simply disabling their motors) in that area, they can destroy the field without endangering the fleet. The PC’s must destroy 1Ø× their own numbers to win; Any fighters that escape will go after the fleet, starting with the SDF-6. The SDF-6 will be able to destroy 1D4×1Ø of these missiles; After that, 1D4×1Ø will be damaged, causing ½ damage; The rest will fully find their mark, doing full damage (remember that SDFs do have Point Defense Barrier and Full-Force Barrier Fields and full radiation shielding).2) Battle Fleet: The Ator’s will deploy thier enire battle fleet. The PC’s will have to attack one of these ships. Destroying 2Ø times their own number of Mecha will qualify as “winning” the first part of the battle. The second part will then have to attack, but not DESTROY, the warship itself; There’s a very real possiblity the ship has detainees aboard, and the UGC wants them back alive and as little harmed as possible. They may even have to board her and fight their way to the bridge and/or engine room. However, destroying these spaces will endanger the hostages, so don’t shoot. The spaces shoudl have between 2 and 5× the PC’s own numbers.3) ¡Prison Break! Fleet Command understands the danger faced by the hostages Jerine, and have bypassed every other city to liberate this town. Even the escape of the over-all Ator force is considered “acceptable” to get the people of the town alive and safe.The Ator forces around Jerine will NOT hold the line- But if surrounded, they will ABSOLUTELY fight to the death. The PC’s should be thrown at an Ator force that’s roughly their equal in power, with the “belief” that other units are holding other sectors.During the battle, read this to the PC’s:“¡Mayday mayday, this is 22ND Infantry, we’re getting overrun here! ¡¡Somebody help us out!!” A quick check over the radio system will reveal that 22ND is up against 5 Ator robots- Yup, 22ND is seriously deep shit. It’s now the PC’s call- They’re the closest help to 22ND. ¿Do they try and hold the line and await the cavalry, or get the hell out of there? The Ator outbreak unit should equal the force the PC’s are already facing, so the PC’s may not feel they can hold the line.If they order 22ND to pull back, the PC’s should see positive results in 1D4 melees, as the Ators seem to be pulling back, and 22ND reports more Ators through the area taking only random shots at 22ND and 53RD Armored’s position (22Dn is 53RD‘s infantry support). If they order 22ND to hold their positions and split off to support them, they should see results in 1D4 melees as the Ators attempt to make the breakout in that scetion of the line.The Ators will only fight to make their breakout, they’re more interested in escape and evade- They had expected the REF to try liberating a civilian camp first, and had been focusing on evacating THOSE areas instead. The decision to take Jerine caught them completely off-guard. All they need is a roughly ¼ mile wide clear area to get bug out.Of course, the PC’s can force the battle all the way to the end- At which point the Ators will turn the robot weapons on the hostages, trying to kill as many of them as fast as possible in the last few melees.4) Occupation: The PC’s are detailed to sweep through several towns of Ators- for the most part they’re making a fighting retreat out of the area, though in a few places they make solid, hard core stands, mostly when they have nowhere to run (villages in hill clefts, for example). The Ators won’t massacer any more civilians, but will NOT surrender willingly- If the option presents itself, they will commit suicide and, better still, try and take a few robbies with them.5) ¡Big Game Hunt! The PC’s will be assigned to prosecute an offensive against the Ators; MI has traced the Ators to their OWN base of operations, another seemingly abandoned system. A rebuilt REF/Atorian Empire War era space station brought into the system years ago. Though the majority of Ators and Sisters (Ator colabs, all women) have been withdrawn, there are still a lot of them there. The plan was to leave a policing force to control the slaves until the space station could be moved out of there- Unfortunately, the station wasn’t moved in time (in point of fact, there was no plan to move the station, it was sacrificed to salvage the magority of Ator assests, including a few million slaves). The staion’s defense forces should roughly equal that of the PC’s SHIP, but not the entore fleet. Remeber, there’s slaves on the staion, and the UGC will be very unhappy if they die as a result of REF “bungleing”. The PC’s will hve to destroy 1Ø× their own numbers. Other units will also involved in the attack.Fifth Adventure: Rebellion on Anchion.The mining and manufacutring colony of Anchion is in rebellion. As is so often the case, there are a LOT of reasons, none of which matter now. The colonists have gained control of several cities, hold police officers and military personel who did NOT join the rebellion under lock and key; However, they have not harmed them any more than nessesary to restrain and detain them. Keeping to the customs of rebellion, they have treated those being held as well as they can (a fact verified by the Regional Overseer- The ghosts of FBX 2155532Ø still haunt the UGC, even 15Ø years later).As is so often the case, some police and military personal joined with the rebels, and took with them their Mecha and some key sites, especially Anchion State Aerospace Port; Though not a military facility, the control of the aerospace port gives the rebels control of non-military access to and from the planet.Objective: Suplement the local government against a rebellion.Planet: AnchionInterference: Rebels, partisans, occasional mine feilds and snipers.Assets:GOVERNMENT FORCES: Over 5Ø various landships of every class, two space stations (a modified RIN NADOW LOJMClass Monitor and a modified QUILTRA QUELEUAL-Class Dock Landing Ship), and 4 HAYES-Class Carriers (capable of reaching orbit, but not MEANT to). Also, about ½ million various Destroids (mostly Tid-Bitz). The remaining loyal military forces number of soldiers in the RDF number roughly 1Ø million.REBEL FORCES: The Aerospace Port and it’s attendant space station (a modified TOU REDIR-Class Salan Scout), plus another space station (a modified RIN NADOW LOJMClass Monitor), ¼ million various Destroids and robots, and about 2 million soldiers (both Rebel Army and defector RDF’ers). The Rebels also have about a dozen vsls of varous types, including one HAYES-Class Carrier, 2 HUNTER-Class Battlers, and others. They have one Defiant-Class Shuttle and a few FRANDLAR TILUVO-Class Re-Entrypod re-fitted for micronian pilots.Mecha: Every sort of Mecha and robots are available to both sides in extensive quantities.Headquarters:GOVERNMENT FORCES: The Overseerer’s forces still hold Mt. Granick and most of the surrounding military bases for several thousand miles; In fact, they fully control the colonies’ central continent. The aerospace port, as is the usual custom, was built anti-podal to the capital, which is within 1ØØ miles of Mt. Granick.REBEL FORCES: The rebels are using Gt Muroew, a service city for the aerospace port, as their headquarters.Mecha: Every sort of Mecha and robots are available to both sides in extensive quantities.Political Solutions: Though political solutions are available to the powers that be (and will be reached), the PC’s don’t need to worry about that. Their job will be to prosecute a miltary solution.Defense: The main colony’s southernmost city is under attack. The assault force can consist of any type of Mecha (including moddies and non-standards) the GM wishes, but should equal the PC’s group in numbers. They will withdraw when they suffer roughly 9Ø% casualities. As rebel Mecha robots are damaged, they will withdraw (they equal the PC’s in general common sense).Patrol: The planet has 5 main continents; The main colony is on the continent of Anchion; The southern conitent of Wermeir is up for grabs. A few factories, but EXTENSIVE fuel deposits (most hydrogen in raw forms, such as oil and coal), and timber (critical for construction, even of military facilites). There’s also a cement factory. Both sides want to gain control of the region for their use (it’s also strategic to BOTH the main contestant’s center of power).While on patrol over the region, the PC’s will be engaging rebel forces intermittently. If available, use Robotech RDF Training Manual random roll tables- If not, the GM can generate encounters based on PC’s abilities (re-roll on non-applicable random elements, such as “Police Armory”, etc). However, the PC’s should find villages and town, with opinions going both ways. Some villages will be hard-core rebel sympathisers, others hard-core governmental supporters, some divided. The PC’s may even have to break up a riot or other insurection during their patrol. Occasional “Fuck you” rounds may fly around their heads, though, even in the most pro-government towns. The PC’s should seize and transport any rebel supplies discovered, but try to avoid needless bloodshed. Also, rebel forces encoutered in the region, whenever possible, should be engaged OUTSIDE of towns (though the rebels may set up abushes inside town, including command-detonated land mines).Patrol phase should be repeted on Seffis and Kerion contients (with varying degrees of success). Each continent should only take a month or two (of game time, two to three individiual runs).Offense: The colonial government needs to re-gain control of the aerospace port. Though the military has been bringing in some supplies, and the colony had a large stockpile of food, medicine, etc, they still can’t hold out forever. They need to get the port open again for their own sake.Obstacles: Mine feilds, Mecha, rebel RPA’s, snipers, the whole fucking shmear. The PC’s need to take the village of Wannowe; Ringed by a 15 mile random mine field, the village ALSO has roungly 1ØØ heavy Mecha and another 2Ø-3Ø Guradians of variong types, plus about 25Ø-odd infantry (about ¼ of them power armors). The types of battle armor and weapons will vary (some weapons may even be SD).Endgame: With the spaceport back in government hands, but a LOT of rebel sympathies, the government and rebel factions work out a political solution (more local control, labor laws revistied, all the usual crap thes problems start with). The only REAL change, in the end, will be about 2Ø,ØØØ RDF’ers out of work (dishonorably discharged) who may try to join the REF (some might get a slot, most wont) or hook up with a merc company (this is where a LOT of mercs come from).

