Macross Scrambled Valkyrie Scenario

This netbook is dedicated to Dave Deitrich at the Macross Mecha Designs. Dave has been absent for some years now but his page was the genesis for the Roycommi Automated Factory Satellite page and a host of others that I have seen on the web.“Dedicated to all the Pioneers…”

**Introduction**:

It is shortly after the conclusion of Space War I with the Bodolza Fleet. Earth has began units reconstruction, the Zentradi and Meltrandi forces are assimilating themselves into Earthculture. All is not well however as a small, highly advanced Rogue Zentradi/Meltrandi force invades the solar system and attacks the Earth and her defenders. This Campaign Netbook offers GMs and Players the opportunity to play out the events as presented in the Super Famicon (or Super Nintendo in the USA) game “Scrambled Valkyrie”. To begin, there will then be a chapter dedicated to each stage of the game, explaining the important events. There will then be information on any important characters appearing in the game that GMs will need. Finally there will be a chapter on new/improved mecha and ships. GMs can then recreate the game in the form of a campaign.

**Campaign Adventures**:

**CHAPTER 1**

It is the year 2014, Space War I was a victory for the forces of U.N. Spacy, but the Earth was left devastated. The remaining Zentradi and Meltrandi were adapting to the micron culture, and helping to rebuild Earth. After the close of Space War I, the SDF-01 landed on Earth and allowed all the citizens to rebuild their city. The SDF-01 was then converted to be the Military command center for the entire U.N. Spacy military. All Zentradi and Meltrandi forces were also under the command of the U.N. Spacy. As there was significant damage to the SDF-01’s superstructure as a result of battle, it underwent a crash-rebuilding program, targeting it hull and weapons systems.Interestingly enough, the city inside the ship was left intact.The main characters are part of the Near Earth Patrol Division, a small group consisting of Valkyries patrolling in or around Earth orbit and monitor for enemy presence. The characters are at the end of a 24-hour patrol, when they start to detect what might be energy signatures coming from the debris belt orbiting Earth. The debris belt is an artificial ring around the earth made up of wrecked hulks and other sorts of garbage from the climactic battle that ended Space War I. As the player characters move in to investigate, some units of unknown configuration and origin come out and attack. A read sensory equipment roll at –40% will show the hostile units are automated. A further read sensory equipment roll at –70% will allow the players to determine the control frequency of the signal used to control the units. After the battle, if they try to contact their patrol base, located on the moon, then they will be told to keep investigating the area and to try to ascertain where the hostile units are coming from, and if possible, who is controlling them. The players are now fully inside the Debris Field. During normal piloting situations, a piloting roll at +10% should be made every melee to avoid hitting any debris. If the PCs are engaged in combat, a piloting roll at –5% should be made. If the PCs attempt any stunts, an additional piloting roll should be made at –30%. If any roll fails, the PC’s Valkyrie has struck some kind of debris inflicting damage. GMs should roll on the Random Hit Location for the Valkyrie and assign 4d6 M.D. to the affected area. Alternatively, the PCs may elect to shoot any debris they might hit. PC must inflict 20 M.D. to destroy the standard piece of debris. GM’s may add or subtract points as they see fit. Further into the debris field, the PCs are again attacked by more of the automated units. After 5 rounds of being attacked, the PCs must make a Read Sensory Equipment roll at +10%. A successful roll will show that a large ship is coming out of a hyperspace fold jump in this area.

The players must then make a successful dodge roll Base 20 to avoid any damage from the heat wave generated by the defold. A failed dodge roll means the Valkyrie takes 1d4x10 to 1d4 random locations. A failed Read Sensory Equipment roll means the Valkyrie takes 1d6x10 to 1d8 random locations. A new type of Zentradi Flagship defolds in the debris field, and begins to rapidly speed away. Simultaneously, a signal begins to jam all frequencies and radar. Only a Read Sensory Equipment roll at –20% will restore radar and targeting. The PCs may attack it if they wish. After 2 rounds, the ship is out of range.The PCs must find the center of the jamming. Allow them a Read Sensory Equipment roll to determine that location. As the players approach the location that appears to be the origin of the jamming signal, several automated units and a Zentradi Heavy Command Pod (Resoquomi) attack them. After a few rounds of travel, the PCs will find themselves near the old Liberty Space station. Space station Liberty is an old hulk from the beginning of Space War I. It has pieces falling apart and the players must be extra careful. During combat around the station, there is a 50% chance the concussive blasts from weapons fire and explosions will knock large chunks of the space station off. The PCs must then make an immediate piloting roll at –10% or take 1d6x10 M.D. to a random location. To destroy these chunks, the PCs must inflict 75 M.D. As they approach, a Read Sensory Equipment roll will show there are numerous energy signatures hidden throughout the wreck and the surrounding debris field. More of the automated units attack the PCs and after 3 melees, a swarm of Male Power Armor joins the fray. GMs should base the amount on the level of experience, and number of players present. After half of the Power Armor are destroyed, several battle Pods will engage the players. After several rounds of battle, the Beacon Ship comes into range. The PCs must destroy the ship, while fending off attacking units and debris.

*Epilogue*:

Once the Beacon Ship is destroyed, Moon Base contacts them and recalls them to base immediately. Once there, the Wing Commander and Base General debrief them. It turns out the Flagship used the Beacon Ship as a scout for a close earth de-fold. Once in orbit it dropped off several landing units and headed for the outer rim of the solar system. It is not known where the Flagship is now, but the units on Earth must be tracked down

**CHAPTER 2**

It is now several days after the events portrayed in Chapter 1. Earth is on alert, and the U.N.Spacy is fanning out all over the globe to track down the rouge Zentran units. With all the strong jamming in orbit, ground based sensors were disrupted so much that they were unable to tell where the enemy units descended to. U.N. Spacy command feels that the Zentran must be wiped out at all costs, lest they form a proper beachhead and begin a new invasion. The PCs are temporarily assigned to patrol the South American continent, near the Argentine coast. There is a village near the small Post. The GM should take this opportunity to allow the PCs to explore the town. A lucky PC in a bar might hear some tales of an unearthly glow that has been reported by some of the local mountain men, coming from the opposite coast. Still another PC might obtain a strange artifact a local picked up traveling thru a nearby mountain pass. The artifact turns out to be the targeting crystal and aiming reticule from a battle pod.This and other items lead the characters to formulate a plan. They plan to investigate the weird glow. Unfortunately, their assigned patrol that evening must take them to a completely different area. If the PCs go this route, they should be forced to either skip the glowing area, or find a way to pull the wool over the eyes of their commander. If they successfully pull the wool over their commander’s eyes and make it through this chapter successfully, the PCs will be rewarded with a commendation. As the PCs approach the area of note, they start to receive weird readings from their sensors.Near the coast, the PCs are suddenly beset upon by a large number of automated attack units. After battling for some time, they encounter some Heavy Artillery Power Armor. This confirms that this is the location of the Zentradi base camp. Any character that makes a Perception roll will notice that nearby is a tall mountain, and several automated units appear to be coming directly out of the cliff-side. They are in fact coming out of a disguised hole. This is the location of the Zentradi command base. As they enter, several ground mounted turrets open fire. The Valkyries must switch modes to Gerwalk or Battloid mode in order to enter the cliff opening. Any Valkyrie in fighter mode must make a Piloting roll each round at –55% or take 4d6x10 M.D. from careening into the inside of the cave.Once inside, the PCs have to battle past some more automated units until they encounter the Bio-Organic Command Relay. Once destroyed, the PCs will notice that all the automated units are no longer functioning. Shortly thereafter, they receive a communiqué from their superior telling them an attack ship is closing on the coast and they must intercept it immediately. The players must race as fast as possible back to their base, where just off the coast another Zentradi weapon is approaching.

It is a Salando Missile Corvette. If the PCs did not go directly to the cave, but instead finished their patrol, then their will be two Missile Corvettes. For 2 rounds as the PCs are flying to intercept the ship(s), it is firing missiles at the village. The PCs may elect to shoot down the missiles using the standard rules for shooting down incoming missiles. The PCs will be able to engage the Missile Corvette while still offshore. After the ship(s) is destroyed,squadrons of Valkyries from surrounding areas fly in to help clean up any remaining units. If the GM wishes, the PCs may go back to the cave to finish off any manned units.

*Epilogue*:

The players have some explaining to do. They must tell their commanding officer why they left their assigned patrol zone. In reality, their CO will give them a commendation for quick thinking if they left immediately for the cave. The reason is because the second Missile Corvette was prepping and the immediate destruction of the Organic Command Relay disrupted this. If the relay had extra time, the second Corvette would be ready to go. There was also a third Missile Corvette found at a secret underwater base. The players should also receive a commendation if they were able to prevent any damage to the village.

**CHAPTER 3**

U.N. Spacy has sent in some techs to the underwater base and the third Missile Corvette. The technicians have analyzed some of the data and determined there is a Zentradi destroyer hidden somewhere, on Earth, or in orbit. The Missile Corvettes have encoded destination coordinates.U.N. Spacy hatches a plan to fill the corvette with fighters and destroids and send them on an attack mission. The PCs are allowed to take any destroid or Valkyrie they are capable of piloting.The PCs should infiltrate the Zentradi ship and then radio the coordinates so reinforcements can be sent. They are packed into the corvette and the command is set to return to base. The corvette lifts off and begins heading toward Antarctica. Once the corvette reaches the coast it surfaces and begins flying NOE (Nap Of Earth) inland. After almost half an hour, the corvette slows and begins burrowing into the ice. Several hundred feet down is the Zentradi destroyer in a large ice cavern. The corvette docks against the ships’s aft landing bay and then the hatch opens.The players walk out into the landing bay filled with Zentradi Battle pods of every sort, power armor and regular troops loading supplies and going about their duties. As soon as the Players step out they have one melee of free actions before alarms go off and mecha begin to open fire on them. If a player in a mech with hands and fingers stays in the frigate, they may attempt to access the frigates weapon system and fire them. In order to do this, the PC will need to make four Computer systems rolls at –20%. If the PC is proficient in Zentran, or has some other highly technical skill (GM discretion) there is no penalty. Also, an Intelligence Officer that attempts or helps in the attempt adds a +10% to the attempt rolls. If any PC attempts to radio for help, they will discover that the signals are all jammed. The PCs must find someway to either override the jamming, or find a stronger radio. If the PCs don’t think of this, allow an NPC to make the suggestion. After the initial surprise, the ship will go on full alert. As they make their way to the radio room or bridge, they will have to fight a long battle. Zentradi in battle armor with rifles will be around every corner. After several minutes, Male Power Armor will also join the fray.The journey toward the Control Center and Comm. Center should be fraught with danger. The entire ship is on full alert and all Zentradi will be ready to do what they do best, fight. The GM is cautioned that the climactic battle in the Control centers will be tough and should not damage the PCs too much early on. GMs are encouraged to get out the deck plans for the zentran ship and do a deck-by-deck battle.

As the PCs get near the Control & Comm Centers, they will stumble into a room that is in disrepair. The room is foot deep in water and is one of the unused damaged sections (similar to the one in the Episode when Lisa and Hikaru are on Bretai’s Flagship). As the PCs walk thru it,all the hatches seal and the pipes begin filling the section with water. The room will take two minutes (8 melees) to fill with water. The PCs will be protected if they are in their Valkyrie and the Valkyrie has a reinforced Pilot compartment with at least 45% of its MDC left. If the PCs mecha does not meet this requirement, then the cockpit will fill with water after 6 melees. The PCs spacesuit will keep them from drowning, but the water will short out the avionics. After three turns of filling the cockpit, roll 3 critical rolls on the control list and apply the negatives to simulate the shorting out of the avionics equipment. The PC must exit the water environment to even attempt to fix the problems. The airlock hatches to and from the room are three times as heavy as the standard airlock hatch. Another problem for the characters is that once the room is filled, a Waroster Command Pod will break out of several crates (it was an ambush) and attack the PCs with its beam and missile weaponry. There are several regular battle pods with the Waroster.The crew will finally reach their destination, either the bridge or the radio room. Inside, they will encounter several Male Power Armors and several Zentradi in Body Armor. On the bridge they will also encounter the Commander and his XO. The Zentran will engage in a fierce battle to stop the players. They are all 5th level and higher, with the commander a 9th level Officer. For each weapon that the characters fire that misses, have them roll damage as normally, except the GM should keep a rolling tally of that number. The reason is that every stray shot will hit some fragile equipment in either of the two rooms. After the battle is finished the PCs may be able to access the communications equipment if the collateral damage is 500 M.D. or less. If they do contact the base, reinforcements can be sent

*Epilogue*:

After the final unit is destroyed, the reinforcements show up along with a science team to study the ship. If the computer interfaces are not destroyed, then the science team will be able to discover the location of the rest of the Zentradi fleet. If the equipment is destroyed, then the fleet’s location will remain a mystery.

**CHAPTER 4**

While the enemy fleet location is being determined, reports of another Zentradi beachhead have hit headquarters. The location isn’t known, but it’s thought to be near a large crater in South America. The PCs should be sent on a recon mission to the central parts of S. America.There are several small villages in these parts, and the PCs will have to investigate at least one. A standard setup might be something like this; the town is slightly over 100 people. The residents are poor, but willing to talk for money or booze when approached the right way. Confronting people in the open will lead nowhere since the villagers don’t wish to speak of the strange things they’ve seen. A little finagling and some role-playing will lead the players to a remote area. The area is pockmarked with large craters. Some are filled with water and have become huge lakes.Once the players have information about where to look, one of the players (volunteer or Roll randomly) is forced to take an Elint Seeker Valkyrie in the squadron to help look for the enemy base. In combat, an Elint seeker. The players head out to the crater lakes. Have the Elint pilot roll sensory checks frequently. If the player rolls a 10% or less, he has found the base. Once this happens, some powerful radio jamming starts and the PCs loses contact with base. Also, several automated attack drones fly,seemingly out of nowhere, up from the ground and attack the players. The players may either press the attack or flee. If they flee, one of the attack drones will score a critical hit a squadron member’s main thruster, causing it to slow to such a degree as it will not be able to outrun the drones.If the PCs press the attack, the quickly find an opening in the mouth of one of the craters that will lead into the small base. The Valkyries must change into Gerwalk, or Destroid mode to enter the base. Any Valkyrie that attempts to fly in the caverns will have to make a pilot check every other melee at –25% to avoid the walls. Any failure results in a crash inflicting 1d6x10 M.D. to 4 random locations. The GM should draw a cavern with lots of pathways, small detours etc (this will come in handy later). Once the PCs arrive in the caverns, they will encounter more automated attack drones and automated ground turrets. Try to convey to the PCs that they do not seem to see any actual Zentradi, just automated units. If one Player mentions it first, they should receive a XP bonus. Shortly after this, they will encounter a new mecha, the Automated Attack Drone-Armor Type-05. The Player characters should be pressed into heading further and further into the caverns where they will eventually find the main complex, that houses another small corvette ship. The PCs should attack and destroy it.Once they destroy it, it will detonate its main reactor. At this point the PCs must change to fighterand fly out. If they use the route they used to come in, they will only receive a –10% to their rolls.

The Elint seeker Valkyrie will negate the penalty entirely if it flies up front. The players should be able to make it out of the cavern base. Once they fly out, describe the scene as something similar to the flight of the Millennium Falcon out of the second Death star in ROTJ. As they flyaway, the entire crater will explode in a huge thermonuclear explosion.

**Epilogue**:

The PCs will have little time to celebrate their victory over the base and resolve the questions behind the lack of Zentradi. Moments after they clear the explosion, they receive an emergency call from their base that it is under attack. They receive instructions that the base is under heavy attack and they must intercept the enemy immediately. If the PCs were able to locate the enemy fleet in Chapter 3, they should be rewarded with the following. When they begin flying toward the base, some reinforcements from a neighboring base meet up with them.It consists of several Valkyries, and a squadron of destroids flying in a Zentradi reentry vehicle.The PCs may land aboard the Reentry vehicle and repair damage. Players may repair 2d4x50MDC to their Mecha. Make each player roll an appropriate mechanics roll, and if successful, they may roll again (GM’s discretion as to the appropriate repair skill). All mecha may resupply with their choice of missiles (any it may carry from micro-missiles, to long range). The players may also have their Valkyries fitted with armor and made into Armored Valkyries. The Elint seeker may be fitted with wing missiles and a GU-11.

**CHAPTER 5**

As the PCs start to approach their base, they receive a transmission from their base that detail show a Zentradi flagship and several small support craft are attacking the base. As they approach the base they can see a battle blazing between the base defenders and some attacking mecha,mostly made up of battle pods and power armor. The cloud cover is too heavy (its raining) they cannot see the attacking ship. As they approach, the clouds seem to light up as if it’s lightning,seconds later a heavy particle beam slices thru the clouds, dissipating them and completely obliterates the base. The attacking mecha then begin to attack the player characters.The senior PC may assume control of the situation. If they decide to flee, then a senior officer in the destroid squadron, orders everyone to attack. The Flagship has descended to about 20,000 feet and is just hovering while its energy reserves build back up. The PC may use this chance to attack. The Valkyries may fly off, but the destroids are dropped onto the top of the flagship.Shortly thereafter, the flagship builds up speed. Allow the PCs to make a Read Sensory Equipment to determine the ships heading. The ship is headed for New Macross City and the SDF-01. The PCs must destroy it before it can destroy the Macross and the surrounding city.The Flagship is picking up speed and the players must make piloting rolls to keep up with it. The destroids have magnetic plates in their feet that will prevent them from flying off, even when walking on the side or ventral surface of the ship. As the PCs are flying around, they receive a signal from the SDF-01. The communications frequencies are being jammed. Have the PCs make a Communications: Radio check -20% to break thru the jamming field. The Comm Officer reports that they are monitoring a Zentran attack in that sector and they want the PCs to report current status. Allow the PCs to quickly explain. The comm board then shows another officer, a Commander. She orders the PCs to ascertain the battle status of the enemy ship. Allow the PCs to make a Read Sensory Equipment at –10%.Successful rolls will show that the ship’s Main Gun is no longer operative. Commander Porter then orders the PCs to reduce the fighting capacity of the flagship as much as possible. The U.N.Spacy will scramble all defenses between them and New Macross City to assist. At this point the Players should commence to destroying the Flagships weapons turrets and missile systems, all the while dealing with its mechanized defenders. Destroying the Laser and Missile turrets is relatively easy, as they are stationary targets and get no dodge. After they destroy several turrets, several bays will open up and enemy Zentran units will come out to defend the flagship from further attack. These will consist of various Power Armors and Automated Defense Units.

After several rounds, a curious thing happens. The onboard navigational computer in the Valkyries detects objects descending from orbit directly above the PCs. As they look, small meteoroids begin raining down from above. Roll a 1d10 and add this result to 5 for each player.This is how many small meteoroids the PCs must each dodge. Each missed dodge will inflict 1d2x10 M.D. to a random location. Also the pilot must make a piloting skill check to remain flying(transforming to Gerwalk or Destroid mode will eliminate this, but will reduce bonuses to dodge accordingly). A failed roll will result in a flat spin. The PC will then have 1d4 melees to regain control of the aircraft before it crashes. They may do this by making a piloting skill check at –25%. A crash will destroy the aircraft and kill any occupants. The pilot may also eject at anytime, or transform. After this curious episode, the PCs must get back into contact with the Flagship. As they fly toward the ship, they pass over the U.N.S. Ulysses, a Prometheus Class Submersible Aircraft Carrier. The Ulysses has deployed its fighters who are now harassing the Flagship. The PCs see various Valkyrie squadrons buzzing about the flagship as it speeds toward New Macross City. There are scores of automated defense units battling the Valkyries. The PCs may battle the automated units, or may elect to try and destroy the Flagship. After several melees have passed, and some game time, The Players hear that they are approaching New Macross City. The City’s outer defenses begin to open fire on the Flagship. If the PCs are being overwhelmed, let this be an opportunity for some ground emplacements to even the score. By this time, the flagship should be almost destroyed, smoke pouring from hull breeches all over the place. At this point the front of the battleship opens up, preparing to fire its particle cannon. The PCs receive emergency orders from the SDF-01 that they are to fly into the maw, and destroy the central power converter immediately. The power converter lies at the base of the maw and has 1000 M.D.C. The players have 4 melees to destroy it before the cannon fires.

*Epilogue*:

The Flagship explodes in a thunderous fury and the PCs have succeeded. As they flyaway, they can see off in the distance, the Macross has taken off and is rising upward. An enemy fleet, complete with a complete command base has appeared in orbit, and the Macross has been called into emergency service to lead the Earth fleet defense. The PCs are hailed by Commander Sammy Porter, XO and Flight Commander and ordered to dock in ARMD-02 to assist. The PCs are allowed to dock, and can have their pick of Valkyrie types, from Armored, to Super, to Strike with any weapons layout permitted.

**CHAPTER 6**

The PCs are docked with ARMD-02 and fully repaired and restocked. They have a little bit of time to explore the SDF-01 as it rushes into orbit to rendezvous with the fleet and attack the enemy fleet. The GM should feel free to come up with interesting, yet short side adventures for the PCs. After forming up with the fleet, all Pilots are called into a briefing. The enemy fleet is very small consisting of about thirty ships total.

However, the enemy also contains a large command base similar to the Bodolza command structure. The SDF-01 is going to use the same strategy that won Space War 1. The SDF-01 and its support fleet are going to attack head on. The SDF-01 will fly thru the enemy formation and then attack the enemy Command Base directly. It will attempt to breach the exterior hull and get as far inside as possible. All UN Spacy pilots will then commence an attack against the enemy Base Commander himself. Zentradi records indicate that this fleet was one of the first fleets to engage the super vision army's a millennia ago. It is believed that the entire fleet was destroyed by super vision forces. It is clear that the original imperative of this fleet has been altered. The enemy possesses very advanced technology that could not have been produced by Zentradi or Meltrandi. UN Spacy therefore believes that the fleet may have some super vision forces aboard, or be under their control. At the very least, super vision forces have contaminated the enemy units. As the briefing comes to an end, the ship begins to vibrate, and then shake. The general alarms sound for immediate battle stations. Over the intercom the pilots hear:“Attention all hands, attention all hands. Enemy units have defolded in close proximity.

All hands to battle-stations. All pilots report to your fighters for immediate launch!”The enemy Zentradi and Meltrandi units have staged a preemptive attack and defolded right in the midst of the UN Spacy fleet. Thirty-two Zentradi and Meltrandi ships as well as a huge number of fighters and support ships have thrown the fleet into disarray.The Player characters launch from ARMD-02 and are thrown right into the chaos. The GM should allow the PCs to encounter extremely high concentrations of enemy battle pods and power armor. The SDF-01 is where the enemy fighters are concentrating their attack. After several rounds, the PCs will receive a distress signal from the SDF-01, it’s hull has been breached and enemy units are entering it. The PCs should be encouraged to return to protect the SDF-01.

The PCs are directed to enter the “Port Main Engine Assembly” or the left leg. As the PCs approach the SDF-01, they see a small Thuverl Reentry/Landing Craft attacking the ship. It is concentrating fire on the left leg and various mecha are leaving its small bay and entering the hull ruptures it is creating. The destruction of this Craft should be the players top priority. After they destroy it, they can enter the Macross. They will fly thru several layers of superstructure but will soon enter the original Macross City. GMs should use the deck plan of the SDF-01 from the Palladium “Deck Plans 3” book. Although the city is deserted, the Zentradi and Meltrandi units are wreaking havoc. The Civil Defense Force was removed and the enemy units are almost unchecked. All over the city all the monitors are broadcasting Minmay singing. The enemy is therefore –4 to strike parry and dodge. If the PCs wish to engage the enemy in fighter mode, they will have to roll a piloting skill check –5% every melee to keep from hitting any of the buildings or superstructure. Any other mode will incur no penalty or require any skill check. There are approximately 40 enemy battle pods and power armors inside that must be destroyed. Once this is done, the PCs will encounter the Heavy Meltrandi Power Armor leading the attack. Her unit is equipped with special sound dampening, so she incurs no penalty. She will viciously engage the players and attempt to destroy as much of the city as possible. At least one attack per round must be spent attacking the city.Once this unit is destroyed, the Players are hailed by the Bridge and ordered to rendezvous outside the ship with a nearby Zentradi Gunship. Once the players leave the Macross, they will see the SDF-01 has been heavily damaged. The battle is still raging and the UN Spacy forces are having a rough go. Up above the Macross the Gunship awaits. The players are ordered to dock and not waste any time engaging any enemy units. The GM is encouraged to present some juicy targets however. If the players take the bait, a very indignant Sammy Porter will hail the mand give them a good chewing out

**CHAPTER 7**

As the Players fly into the cavernous flight bay, they are ordered to transform to GERWALK mode, land and prepare for reload. Any Armored Valkyries can land and be reloaded as normal without transforming. The PCs units will be quickly restocked with munitions.

\*\*(Option)\*\*Also a special gantry comes along side and attaches as small backpack unit to the underside of the fuselage.The Crew Chief tells them to wait until they launch to receive special orders regarding the Special Munitions. The Players all see on their comm. screen the Gunship commander. He informs them that the battle has been going very badly for them and that they are going to stage an immediate attack against the Enemy Command Base. Once the Gunship is in attack range it will fire its particle beam and open an entrance for the Valkyries who will then attempt to destroy the base. The Special Munitions are compact Thermo-nuclear warheads. Once activated, the casing opensand a small disc shaped bomb comes out. It has a timer that will start a countdown at one minute. The bomb does damage as follows: 4d10x200 MD out to a 2000 ft radius, 1d4x100 MD to an additional one mile radius. \*\*

Several moments later the intercom orders all hands to brace for immediate fold. It also tells all mecha pilots to prepare for immediate deployment. Seconds later the ship begins to vibrate, then it lurches and everything begins to shift out of focus. As the players look around everything becomes slightly blurry. All players must roll a ME check at -2 or come down with a headache, giving them –1 to strike parry and doge for the next 5 minutes of game time (20 melees).What seems like two seconds later the ship defolds. The crew will immediately receive launch orders. Outside of the launch bays the players see the IMMENSE Command Base. The PC’s Valkyries radar will become overloaded with enemy units.One melee after the players launch they hear the Gunship commander tell them the Gunship was starting its firing sequence and will create an opening for them shortly. The last of his message is cut off however. The PCs should receive a high radiation warning from their instruments. A Read Sensory Instruments will show that a Heavy Particle Beam is firing at them. They will receive a dodge with the usual +14 modifier, (A natural 20 roll by the firing ship is treated as anon natural 20). If any fail, they receive 1d2x10 MD to 10 locations randomly across the Valkyrie.The Command base has fired a Heavy Particle Beam at the Gunship. If the PCs glance back they will see their Gunship’s maw beginning to open just as the Beam slices it in two.

The Gunship breaks apart with an explosion and the two halves careen away then explodes violently a second later.The PCs should also notice that they were the only wing to make it out of the bay in time. They have two options, try and fight or make a mad dash for the Command base and try and gain entrance. If they try and fight, let it be clear that they are outnumbered one thousand to one (this means they WILL die). If they persist, allow them to attack but each round, fifty units will attack each player.If they run, they will get to make an Evasive Action roll. If they make it, no enemy units can hit them. If they don’t they must make a Full Melee Dodge (roll a dodge normally, take their piloting skill, divide by ten round and add it to their roll). The Full Melee Dodge is rolled once each melee and counts as the only dodge that melee. 4d6 enemy units will then get to fire on them and will have to beat their full melee dodge. After four melees they arrive at the Command Base.Fortunately, it has a great deal of damage to its exterior allowing the PCs easy entrance.The PCs will enter the command base to find many automated defenses. There is a huge maze of interconnecting conduits. The GM should have a general design for the interior, it should belong, winding with various differences from area to area. GMs should not include ANY manned units in the Command base. Try to make it clear that the base has many, many automated defenses but has NO manned units, such as Battle Pods, or Power Armor. As they near what they think is the Central Core, they encounter living defenses, such as the Regenerative Shield Walls . After the Players blast thru the first Regenerative Shield Wall they come into a chamber that has many smaller side rooms off of it. Inside each smaller chamber is a mecha of some

sort. There are organic tendrils that come out of the surrounding walls and appear to be dissecting the mecha. Inside several of the chambers are UN Spacy mecha. There are several Super Valkyries, one Armored Valkyrie, as well as several of each type of destroid. The players can use this as an opportunity to restock all of their weapon systems. There are about a dozen other chambers, several are vacant others contain exotic mecha the characters have never seen before. Most are in complete disarray, as they have been completely disassembled. The GM should try to describe all sorts of advanced weaponry. Allow the PCs to inspect the alien mecha,but if they loiter too long, the tendrils in the surrounding walls will attempt to grab them and begin dissecting them. Each tendril is 4 MD and a successful attack inflicts 1d6 MD to the Valkyrie.There are countless Tendrils that continuously regenerate. 1d4 tendrils attack each melee, and there is NO end to them. After they blast thru several Regenerative Shield Walls and fly thru several more levels of automated defenses, they will come to the Central Chamber. The Central Chamber is a large cavern with several automated defenses. Against the far wall is the Zentradi Fleet Commander.Unlike Bodolz from Space War I, this Fleet commander looks quite different. Organic

tendrils come out of the surrounding wall structure and form into a giant brain-like organism, which has been augmented with machines to give it a roughly humanoid appearance. As soon as the players get a good look, the automated defenses begin to open fire.The players may attempt to destroy the Fleet Commander two ways. They may try and destroy the defenses, or they may attack the Commander directly. Either way, when the Commander isdestroyed, the defenses will stop. If the players have held their Special Ordinance, this is the time to use it. The cavern is large enough that the players should be able to avoid the blast radius if they are careful. One or two bombs should be quite enough to destroy the Fleet Commander.Once the Fleet Commander dies, all the base’s defenses will immediately stop firing. In the space against the wall that the commander occupied, there is now a large tunnel. The cavern behind the PCs will begin to shake and collapse. The GM should use this and other narrative to force the players into the new tunnel. The tunnel continues for some distance and opens up into an even grander chamber. In the center of this huge area is a giant round clear chamber with what appears to be a giant fetus growing in it. The fetus will turn to face the PCs if they approach it. After a few moments, the PCs will hear an ancient voice in their head. The voice coming from the intelligence inside the chamber will say to them “So now I have a new source of Spirita energy.Unfortunately I shall have to destroy you, but your home world will sustain me for eons….”. Atthis point energy will begin to crackle all along the transparent container. Before the PCs can react, the chamber shatters and the fetus begins a super fast growth from a fetus, to a smallchild, to an adult. It appears to be a giant male Zentradi standing in front o them. However, the process doesn’t stop. Before the PCs eyes the giant Zentran continues to change. Energy Courses around its form and mutates it horribly. Giant horns grow from its forehead, its skin becomes dark and ruddy, and a giant tale forms behind it. The creature is a giant Protodevelin.It begins to attack the players. The Protodevelin are quite formidable, and the battle should be very difficult.

After the Protodevelin is destroyed, the entire structure will begin to destruct. The CommandBase will begin to rip itself apart and the PCs must flee at maximum speed. Any armored Valkyries will have to jettison their armor. The collapsing structure will make it relatively easy for the PCs to find an opening, but also make it hazardous for the PCs to fly around in. Each Melee 1d4 pieces of falling debris will be in the PCs way. The Player Characters must make a successful evasive action or dodge roll to avoid the obstacles. Collision damage is 1d4x10 MD.

*Epilogue:*

As the remaining PCs fly free of the base, giant explosions rack its entire structure. A Short distance away, the UN Spacy fleet has arrived on scene. The SDF-01 has transformed into cruiser mode and leads a small fleet of cruisers. Commander Porter hails the Valkyries and hail their successes. She tells them to land on ARMD-01 to head to the bridge for a complete debriefing. As the PCs arrive on ARMD-01 the entire flight deck crew cheers them. On the Bridge, the Captain of the Macross personally congratulates them and tells them that they are going to receive special commendations.