Missions – Overview

Mission #1: Taking What’s Ours

Story

Fleet Commander Dansing:

Crater. I have a mission for Razor team. Are you familiar with the Lyrius region? It’s a backwater planet in a backwater system that GALCOM used as a staging area, but we decommissioned the star bases and space stations years ago. Most of us forgot about it. But not the Insurgents.

Seems they’ve wiped out the maintenance garrison and taken control of our assets. Now they’re using Lyrius as a forward base to attack GALCOM controlled systems. We’re going to re-take the system.

I want Razor to go in ahead of the main force to get us some intel on Insurgent defenses. The GCV-Starguard carrier is patrolling the perimeter. Board it, take control, then use the ship to get to Arkangel station.

Objective:

  1. Move your squad into Engineering
  2. Eliminate all insurgents in Engineering

Mission #2: Clean Sweep

Story

Fleet Commander Dansing:

Good work Crater. The bridge is your main objective, but you need to disable ship communications first so the Insurgents can’t warn Arkangel you’re coming. Destroy the equipment in the Comms room and clear any opposition you encounter. Thumper should have something that will do the trick.

We’ve also provisioned Mash with a Medical CTC, just don’t forget to take a Medical Kit with you. Just in case.

Objective:

  1. Get Thumper into communications room to disable comms

  2. Eliminate the guards to open the door into communications
  3. (Secondary) Find and destroy all 5 Salvage Crates

Mission #3: Relieve The Captain

Story

Fleet Commander Dansing:

The bridge is just ahead of you. Sweep the deck, eliminate every one of those Insurgent mud ballers, then take control of the ship. Our plan for retaking the Lyrius space region depends on using the Starguard to take them by surprise. We trained Mash on the Starguard’s flight systems, so don’t let her get hurt.

Objective:

  1. Eliminate all insurgents on the bridge

  2. Move Mash inside the bridge to take over the ship
  3. Eliminate at least 10 Insurgents to gain access to the bridge

Mission #4: Friendly Fire

Story

Fleet Commander Dansing:

GALCOM fleet is moving into position for the assault. Use the Starguard to burn a hole through their defenses. The Insurgents have a Sentry class cruiser, the Dreadnought, on the picket. It burned a GALCOM transport carrying Fleet Commander Vargas to Lennen. He was a friend. Make sure the Dreadnought doesn’t escape.

We’ll be right behind you. I want Arkangel station back in our control before we begin the planetary campaign.

Objective:

  1. Destroy the Insurgent cruiser, Dreadnaught

Mission #5: Crash And Burn

Story

Fleet Commander Dansing:

Everything is going exactly to plan Crater. You’re in range of Arkangel, but the Starguard has been tagged as hostile and the Insurgents are moving their biggest ships to intercept. You have to clear the space around the station so the marine transports don’t get burned.

The Insurgents have positioned the Starbrand, a Sentry Class Cruiser between you and the station. It won’t be easy to get past. Your ship is expendable, but you aren’t. Reaching Arkangel alive is your top priority.

Objective:

  1. Board Arkangel station

  2. Destroy the Insurgent Cruiser

Mission #6: Do Or Die

Story

Fleet Commander Dansing:

You’re behind schedule Razor team. GALCOM marines are on the way, but Arkangel defenses are still online. Take the weapons room and disable it before the transports are in range.

If the Insurgents burn down too many of our ships, we won’t have a strong enough force to take the station.

Once you’ve taken the weapons room, hold out until reinforcements arrive.

Objective:

  1. Disable the 2 weapon control systems in under 4 minutes
  2. Hold out until reinforcements arrive in the station

Mission #7: The Insurgent Threat

Story

Fleet Commander Dansing:

The first wave of marines is on the station. When our techs breached Arkangel’s computer systems they found something disturbing. The Insurgents have developed a super weapon and they intend to use it against Earth. We don’t have the location yet, but we know it is planet side.

GALCOM HQ has made obtaining the weapon a top priority for the mission. Our best shot is to strike the Insurgent forces on Lyrius before they can coordinate a defense.

A GALCOM shuttle is waiting to get you down there. We should have a location of the super weapon by the time you land.

Objective:

  1. Escort the Pilot to the waiting shuttle in the hanger deck

Mission #8: Grounded

Story

Crater:

On the way down from orbit, Dansing tasked us to an assault on Nightbridge station. Its our job to lower the defenses so our airstrikes can soften the target.

Most of our ordinance went down with the transport. We only have four hours before the airstrikes are scheduled to begin.

We need our guns.

Objective:

  1. Reach the shuttle crash site
  2. Incapacitate Insurgent Commander at the crash site
  3. Eliminate the Insurgent backup team

Mission #9: Miles To Go Before We Sleep

Story

Crater:

We’ve recovered most of our equipment, and thanks to the Insurgent patrol that was here, we’ve commandeered a MICE and some androids. We also captured an Insurgent Commander. Roach wanted me to retire him, but I think he’ll be useful to us.

It’s a long way to Nightbridge Station and there are a lot of the enemy between here and there…

Mid Story Update

Air Support Pilot:

Razor team this is Lighthouse. Command saw your transport go down. I have my Aggressor gunship standing by to assist. I can make one air strike before the defenses light me up. If you need some firepower, just call it in and get out of the way.

Objective:

  1. Eliminate the Insurgent Tank and Patrol

Mission #10: Open The Door

Story

Crater:

We’ve made it to Nightbridge by brute force, but we don’t have the ordinance to knock out the shields. We go cloaked and quietly from here on out. Once we’re in the Area Defense Shield building, every Insurgent is a threat to neutralize.

Then Mash just has to convince the Insurgent commander to show us how to shut down the Area Defense Shield.

Objective:

  1. Mash and the Insurgent Commander must reach the Area Defense Shield
  2. Protect the ADS from any remaining Insurgents trying to retake it

Mission #11: Poor Odds

Story

Crater:

It won’t take long for every Insurgent with a MICE, MK1P or sidearm to come and try to retake the Area Defense Shield.

We have access to Support Turret Drops, so we can form a defensive line before the attack starts. We only need to hold out long enough for the air support to start their bombing runs.

Roach and Thumper are making bets on how many minutes before we’re turned into kibbles. I’m going to see to it neither one of them collect.

Objective:

  1. Improve your defenses by placing Bloodhound Turrets
  2. Survive the Insurgent counterattack for 8 minutes

Mission #12: The Guns Of Nightbridge

Story

Crater:

Thumper lobbed a few grenades into the Shield control room – just to make sure the shields won’t get back up any time soon. He “forgot” the Insurgent Commander was still tied up in there.

The bombing run took out a lot of the Insurgent ground troops and light armor, but the mudballers are still bringing down our assault craft and shuttles with anti-air and anti-orbital weapon platforms.

We need to find some heavy fire power and slag those platforms before any more of our fellow marines get burned.

Objective:

  1. Steal Insurgent vehicles from depot
  2. Destroy the 4 AX10 Rocket Launchers

  3. (Secondary) Don’t let either of your vehicles get destroyed

Mission #13: Follow The Leader

Story

Fleet Commander Dansing:

Good to see you made it through in one piece Razor team. Good work.

The Insurgents have made some “upgrades” to Arkangel station since we’ve been gone and have triggered a self destruct sequence.

One of the Insurgents we captured claims the Nightbridge commander, MacKenzie, has the code to disarm it. If we’re going to bring this rock back under GALCOM control, we’ll need Arkangel. Your evac shuttle lands in thirty minutes. Find that commander and get to the extraction point.

Objective:

  1. Capture Insurgent Commander MacKenzie by eliminating his guards
  2. Reach the extraction point with the Insurgent Commander

  3. (Secondary) Kill the insurgent sniper, destroy at least 10 Insurgent turrets

Mission #14: The Captive Of My Enemy

Story

Fleet Commander Dansing:

The self destruct is counting down and the Insurgents will gladly go out in a blaze of glory rather than lose this station to GALCOM.

Get MacKenzie to disable the self destruct before that happens. There are still a lot of heavily armed Insurgents aboard. They’ll be targeting MacKenzie. Don’t let him get killed or you and Arkangel will get to experience being cosmic dust.

Objective:

  1. Get the Insurgent Commander to Engineering to disable the auto-destruct sequence.
  2. Clear Engineering of all Insurgents

Mission #15: Taking Out The Trash

Story

Fleet Commander Dansing:

We control Arkangel now, but there are still a lot of Insurgents on board. We have to eliminate them before they can regroup and make a coordinated defense. Or worse, find a way to sabotage the station. No prisoners Razor team.

Objective:

  1. Defuse all explosives planted by the Insurgents using Thumper.

Mission #16: Clear Skies

Story

Fleet Commander Dansing:

The assault on Lyrius didn’t go as well as we’d hoped.

GALCOM controls Arkangel in orbit and both Nightbridge and Gulge bases planet side, but we haven’t found the super weapon and there are still a lot of hostile ships harassing the fleet.

Secure the space around Arkangel so we can bring in more reinforcements. Retaking Lyrius is going to be a long, bloody fight.

Objective:

  1. Reach the jump gate and destroy any Insurgents ships in the vicinity
  2. Destroy all Insurgent ships

Skirmish

Objective: Survive as long as possible.

Scoring: Each Infantry kill is worth 10 points, each vehicle kill is worth 50 points. Every support vehicle request used reduces the score by 25 points.


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