Running an Invasion!
The invasion can come from other worlds, the ocean bottom or a distant dimension. Most are wrapped up quickly with no lingering effects. The incident that sparks an invasion can range from trespassing into sovereign territory to a slip in etiquette. The reason can be internal rather than external. Instead of a fear or passion driving them, the invaders might themselves need something, like food or hosts for their young. A leader might decide the only way to keep his position is to start a war with a national enemy. The earth might just be a waypoint on the way to the real enemy with necessary resources.
The GM needs to decide what the invaders want and why are they invading? Any justification for invasion is fine so long as it offers a possible solution to the invasion or a mystery to solve if the invaders aren't talking. Not all invaders are evil however. Some may feel they are liberating the earth. Other questions the GM needs to ask himself include; How long has the invasion been planned? What is the trigger for the invasion? At what stage do the players get involved and can they somehow prevent the invasion?
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Diary of an Invasion |
| Once the invasion starts it usually goes through a fairly standard sequence of events. Each event is broken into 2 parts; an open and a secret invasion. A open invasion is known to the general public, while a secret invasion is one which only a few people know about. |
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1. Preventing the Invasion |
| If the players have a way of knowing the invasion is planned and have a way to intercept it, they might try. They can even succeed so long as there is no grand invasion scenario. This could involve a galaxy spanning adventure or a stealthy border crossing to obliterate some vital supply dump without which the invasion cannot proceed. |
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2. The Arrival |
| Open: The invader hopes that
the flagrant display of force will crush the defender's will to resist.
Secret: The invader will be working to terrorize the population or arrive in secret to arrange for a massive assault later. The invader could design ships and equipment that looked vastly different than their standard fare and send down agents thus equipped to find the locals. The standard troops could make very convincing efforts to destroy the agents before they make landfall. They may even sacrifice a party or two, just to lend authenticity. The agents could tell the locals that they represent another faction, one dedicated to the destruction of the invasion forces. The agents would organize rebel cells, provide medical aid and supplies, and once they were trusted, offer a plan to oust the invaders. That plan would succeed brilliantly, since it's all a ruse. Then with the trust and cooperation of the populace, the invader agents would take over the world. |
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3. Build up of Invasion forces |
| Open: The invaders will
forcibly conquer territory for central bases and any areas with materials
needed to complete the invasion plans.
Secret: The invaders in a secret arrival may have to assemble the war machines, gain power sources, and study the invasion target. |
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4. The Invaders take ground |
| Open: Open warfare with
pitched battles and subjugation of territory. The invaders must win some
ground in this event or they will not be perceived as a credible threat.
Secret: Terrorism is used to destroy the defender's will to defend himself. |
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5. Invader Reinforcements arrive |
| The initial invasion is going well for the invaders, when things get better still. The reinforcements may come from home or could be locals who have turned traitor or are forced to serve. These reinforcements may be identical to earlier invaders or they could be a special force. The new force can cause trouble among the initial invaders as well as for the defenders. The new forces can include individuals who don't like or even hate the leader or other members of the original cadre. The second force may even install a new leader which could in turn cause widespread dissension in the ranks. This new force may also be independent of the first and will go about its own missions as it pleases. In a secret invasion the invaders may seek native troops for reinforcements. |
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6.The Heroes get organised |
| The players and their associates get better organised and make contact with other groups who are also fighting the invaders. The new associations will have benefits and perhaps drawbacks. |
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7. New Technology |
| The players get the chance to create or assist in the creation of a weapon that is especially useful against the invaders. The invaders might also reveal some new weapon at this point. |
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8. The Heroes strike back |
| The players fight and start to win more battles than they lose. This could be due to a new weapon, more efficient organisation, knowledge of the invader's capabilities or dissension among the victorious invaders. Unknown to the players the invaders may begin to fight amongst themselves. Moreover the leader could be killing those who now displease him, some of his cadre could rebel or the leader may be replaced, causing organisational chaos. |
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9. The Invaders get desperate |
| The invaders are pulling out all the stops and try to crush the heroes in one stroke. It may not be well considered, but it will be big and may be combined with a new weapon. |
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10. The Grand Finale |
| Everyone's last cards are laid on the table. This is often tied to the invaders' big plan, so that in stopping the plan the invaders will be completely defeated. |
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11. Aftermath |
| What has been lost or destroyed in the fighting? What has been gained? Are there prisoners of war to deal with? How badly were the invaders beaten? Will they have the ability to invade again some day? If they escaped, where did they go? Has new tech or magic been introduced? |
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Command Structure |
| How does the leader get his orders down to his troops? Do the invaders have a strict hierarchy or is it informal? Can the cadre argue with the leader or do they follow his orders mindlessly? Are the troops allowed to give opinions? Does the leader really command or is he a front for the cadre? |
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Leader |
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The strength and distinction of any invasion should come from its ultimate source of guidance; its leader. The players may never meet the leader of the invasion but the personality of this individual is very important. The leader of the invasion force can be a bigger, stronger, more impressive version of his troops or he can be completely different. The leader can be an average person commanding an army of super strong morons, a trooper who rose through the ranks or a gladiator champion of champions. If the leader is loved, respected or feared by his troops then his army will work well for him. If the leader is weak, stupid or uncaring then the army will often be too disorganised to be an effective invasion force. |
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Lieutenants |
| These are the lesser leaders who direct the troops personally and may become personally involved in combat. The cadre could like the leader, the troops, a combination of both or something completely different. The troops could be loyal to their lieutenant rather than their leader. Over the course of the invasion the GM should take notice of the rivalries that being developed between players and the lieutenants. |
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Foot Soldiers |
| Aside from selected individuals the rest of the troops should be mostly faceless grunts. New troop types can be added when reinforcements arrive. How many types of warriors do the invaders have? |