The Goa'uld
The Goa'uld force consists of a Leader, 2 Personal
Guard, and
a dozen warriors. One warrior is guarding the Gate. Four warriors
are in the Command Room. Two warriors stand guard outside the
Armory, another two outside the Mainframe room. The other three
patrol the complex. The leader and his personal guard are in
the Mainframe room, working to end the world.
Once the team disposes of the guard in the Gate Room,
the four
warriors in the Command Room will see them and go down to take
care of the team themselves. Otherwise, the other bad guys stay
put, except for the patrol.
The Adventure
Once the team finds out what is going on, they'll have
to think
of something. Don't suggest anything, as the information on the
handouts should be enough. There are a few courses of action
once the players find out what the Goa'uld are doing. They can
find out from one of the control room computers (it'll note that
the Mainframe is in heavy communication with NORAD), or possibly,
from a Jaffa captive.
What can the players do? The safest is to set the BMFB
and get
out of the complex. The Goa'uld don't know about the BMFB,
although they are guarding the Armory.
Another plan is to disable the Mainframe, which runs
fine on
emergency power. This can be done with the C-4, LAWs, or any
other explosives. Assuming the players can get into the Mainframe
room.
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A third plan is to kill all the bad guys. This is hard
but maybe
not impossible. If the players can get power and access to the
computer system, they can use the security walls to isolate the
bad guys into small groups and defeat them in detail.
Just leaving the complex is an option, although then the
world
is likely to be destroyed. Going back through the Stargate is
also an option.
The players may think up of something totally different.
Let
them. Make it challenging and give them a fair chance to succeed.
I constantly changed the skill levels of the guards to keep it
challenging. By the end, the guards all had Zak guns and were
shooting in coordinated assaults. Try to hint that time is short.
So they shouldn't undertake a plan that will take several hours
to unfold.
Adventure Run
When I ran this adventure, there were five players (so
one
Marine). Now, I like having the BattleTech characters taking on
the roles in my adventures. It's a TV show metaphor, like if you
use the TV show actors/characters and put them in another
setting. This means that the SG-1 team is rather incompetent
in a gunfight, and somewhat ok with other skills.
So I took it easy, giving the Jaffa an 8 skill at first.
Noone
got shot, they broke into the computer system and found out
about NORAD. They fought their way to the Armory and set the
BMFB. Then they tried to disable the Mainframe with explosives,
but were stopped by the leader and his personal guard. In the
end, they gave up and I had to send in Marine reinforcements to
clean up the mess.
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