Royal Guard Engineers doing an engineering project.
Journalist is covering the royal who is a diplomat and they are watching a small team of Royal Guard engineers doing some engineering project meant to help the poor human farmers on Kdikit.
The Free World rebellion kicks off and these character witness an atrocity. They must get the word out. race to subspace broad cast station.
irregulars attempting to round up off worlders- they will threaten to kill the off worlders for seeing the massacre of vrusk civilians, latter they will claim they were vursk security forces and that the vrusk committed the atrocity first.
Play out this encounter. Royal Guard are only lightly armed. but may be able to improvise stuff and or explosives.
A Hot Landing Zone
page holder for a hot LZ mission
My thinking here is that the Assault scout is not be developed yet as Free World Rebellion, as I've set it up, is prior to SW1 and the founding of the UPF.
(note to self: remove all references to UPF and Space Fleet from Mercy Mission to K'tsa-Kar)
Need a vessel to stand in for the Pre assault scout, would like the tail first landing ability and a cargo hatch in bottum deck allowing for a pilot to engage the engines and slow the ship so that is "hangs" in the air and the PCs and company can jump from the ship and paraglide down to the hot LZ.
just because that sounds cool.
This is a secure objectives at the star port thing. Fuel dump, control tower, maintenance shops and etc plus take out irregular forces and technicals- vehicles modified to sport heavy weapons on tripods welded to the vehicle.
ROE require they use subdual weapons until met with leathal force. tangler grenades, stunners and needlers with anesthetic needles. which is stupid since statellite imagery clearly shows heavy weapons mounted on the technicals.
Mercy Mission Madderley's star Missions
In no particular order:
1. investigate the capture of the diplomat with royal connections- jetcopter or air lorry to site of the vignette- location of the engineering project is deserted and the project was never finished. There is a mass grave of daed vrusk nearby and some limited irregulars guarding the sub space broadcast station. capturing the irregulars can generate information on where abouts the royal and the Royal Guard Engineers. (anyone who died in the vignette episode will be buried near the radio station. Body to be recovered by royal marines.
2. BlackHawk down- some air asset shot down outside the starport- either a shuttle, jetcopter or air lorry. PCs try to effect rescue of downed crew and prevent the crafts weapons from falling into the rebells hands.
3. rescue- party of vursk fleeing from rebels must be rescued. Rebells will not stop because the RM shows up as they fear what the vrusk know and want them dead at all costs.
Note between intel gained from capture of irregulars at the radio station and rescue of the vrusk in #3 there is a body of intel that is being built up that will point to the diplomat's location. being elsewhere than the former corporate headquarters which is being called the Peoples Palace. and headquarters of the rebells.
Players must assemble 4 points of intell to locate the Royal and any Royal Guard that survived the vignette then they can move on that location.
4. "Here they come" convoy of corporate vrusk vehicles in running firefight with rebels trying to reach the starport. PCs must help some how. Insert and take out technicals at an intersection then hold it till the vrusk pass. then reguard back to star port.
these vrusk can have a point of intell
5. Rescue the Diplomat. each PC controls a squad and has a separate objective. Location is an isolated farm. Substantial forces must be neutralized. Royal Rescued. stand off could happen and a negotiated settlement will have to be effected.