Greetings, and welcome to another adventure, 'A Simple Assassination'. This is designed to be run by level 1-3 characters (probably 2-5 PCs), and could easily be used as a good introductory adventure for characters in a new mercenary company (as outlined in Rifts Mercenaries), or just a new party of adventurers. You may notice the layout below conforms to my layouts of the 5 minute adventure series, and for a reason... it was to be the full-sized adventure for the Number 5 release, but I want to work on a character generator, so I will pop this up now. Enjoy! Adventure 1 - A Simple Assassination ------------------------------------ Scenario - Wilderness Cast - A medium sized Coalition squad The mercenary company has won a contract to handle a routine assassination. While the hiring party may or may not be known to the party (who may or may not care), the target is a ranking officer in the Coalition army. This contract may be suited to a new company, or a new squad within a company which is being tested for the first time. At the briefing, the squad will be given a bio on the target, one Major Ruthers. Some time ago, Ruthers switched sides, supplying information covertly to the underground in the Chi-town burbs. Recently however, Ruthers has ceased supplying information, giving no prior indication of problems. As may be expected, this has unnerved several of the links that form the information underground. With the disapearance of Ruthers, some of the larger 'clients' believe that they may have been compromised, and wish for a more constructive reason for the sudden drought in Coalition insight. Others want this 'Ruthers character' permenantly quieted. The company is requested to remove Ruthers as soon as possible. The company will need to try and establish the movement of Ruthers in the near future. However they do this (inside information, hacking, contacts, etc) they will find that the only real opportunity to carry out the contract occurs in two days, when the Major has been scheduled to lead a Coalition squad to a outpost township in South Dakota, some two days drive. There, the squad is to perform upgrades to the facilities, should the outpost become the target for attack from D-Bees, or Tolkeen. The company now has at most two days to select and arm the squad to head to the outpost. Whether they intend to try and cut off the Major en route, or if they prefer to lie in wait, this will need to be established. Unless the company includes ex CS officers, a Full Range Communications system (as described in the Mercenary Company creation) would be required to intercept the Major's travel itinerary. Otherwise, CS officers would have a high likelyhood of configuring radio systems to the correct frequencies. It is just as likely that the itinerary is not available, which means the squad will simply have to go to the outpost, and handle the contract 'on site'. Major Ruthers is travelling in a single Mark V APC (Rifts book, p.198) with 1 squad of 15 troopers, 20 technicians, a reduced crew (Pilot, Copilot and one crew member handling Communications or Weapons, depending on the need), and two hover vehicles (GMs choice). No SAMAS units are travelling with the squad. Upon arrival at the outpost, all units will deploy, with the technicians heading to the dorms, the soldiers to the barracks, with two soldiers moving the hover vehicles to the outpost hanger bay. Major Ruthers will go directly to the barracks, but will be seen throughout day 1 moving about the outpost. The outpost itself is a self-sustaining tower, with soldier barracks, non-com dorms, weapons & vehicle bays, and storage facilities surrounding the tower. The land covers approximately 1 acre, surrounded by forest. One rough dirt road approx. 5 meters wide leads to the outpost. Either side of the road has been cleared for 5 meters back on either side, and the acre of land with the buildings is devoid of trees. Inside the tower is a three level field oporations facility, containing living space, commanders quarters, and briefing rooms. On top of the tower are two retrofitted laser turrets, firing 2D6 single shots, or 4D6 simultaneous shots (payload effectively unlimited). After settling in, the technicians will begin the two day task of upgrading the facilities of the tower, installing a medium scale communications system, a third laser turret, and repair facilities (electrical, mechanical) to the vehicle bay. The soldiers will begin drills, and the Major will dissapear into the tower. Four soldiers will divide into two groups, and begin patrolling the perimeter of the ground, changing at four hour intervals. This is effectively how the camp will operate for the next three days. The PCs now have the setup, and must determine how to go about the contract. From here, the GM will have to deal with the squad's strategy. This is not a difficult assignment for the squad, as the Coalition have little firepower, which is why a green (new) squad is best suited to this mission. A night sortie may be necessary, to reduce the number of soldiers around. The lack of trees, and other hiding points will force a quick run across the open land.