2> The Journey
ALPHA SUBSECTION 2: THE JOURNEY
The group will travel to Outer Reach via a chartered system ship, the "IRT Bellatrix". The Bellatrix is a class:3 transport boasting both cargo and passenger accomodations and is chartered under Inner Reach's government to ferry personnel and trade goods between Inner and Outer Reach (see the "Ships" section posted at the end of this adventure for more details on the Bellatrix). Being a system ship, most of the journey will be coasting at zero gravity, and the journey will take a total of 90 hours GST once the ship departs Majora Station. The group will board as passengers, each taking a private cabin on the Bellatrix's mid-decks, with the exception of Garlus who will be on the upper deck. Even though the group consists of Inner Reach Militia representatives, they must abide by the ship's policy of stowing ranged weapons and defensive screens in the ship's locker. They may retain a defensive suit and one melee weapon though. In case of emergency, Garlus has been given an access key-card to the locker should any emergencies arise.
The ship's crew is detailed below:
Carak Janus, pilot/captain (mH, STR/STA:45/50, DEX/RS 50/50 ---Tech{6}, Computer{2}, Pilot{1}, Beam Weapons{2}, Melee Weapons{1}; Skeinsuit, albedo screen w/50SEU beltpack, laser pistol w/3 spare powerclips, stunstick)
Seet, navigator (nD, STR/STA:55/55, DEX/RS:45/45, Lie Detection: 10% --- Computer{5}, Beam Weapons{2}, Melee Weapons{1}; Skeinsuit, albedo screen w/50SEU beltpack, laser pistol w/3 spare powerclips, stunstick)
Kiz'Zyt, engineer (fV, STR/STA:45/45, DEX/RS:55/55, Comprehension:20% --- Tech{4}, Robotics{2}, Engineer{1}, Beam Weapons{2}, Melee Weapons{1}; Skeinsuit, albedo screen w/50SEU beltpack, laser pistol w/3 spare powerclips, stunstick)
Landok, gunner (mY, STR/STA:40/50, DEX/RS:50/50, Battle Rage:15% --- Beam Weapons{6}, Energy Gunnery{1}, Melee Weapons{3}; Skeinsuit, albedo screen w/50SEU beltpack, laser pistol w/3 spare powerclips, stunstick)
Doorem, medic (fD, STR/STA:45/45, DEX/RS:45/45, Lie Detection:5% --- Medic{3}, Beam Weapons{1}, Melee Weapons{1}; Skeinsuit, albedo screen w/50SEU beltpack, laser pistol w/3 spare powerclips, stunstick)
Boll, technician (mD STR/STA:55/55, DEX/RS:45/45, Lie Detection:5% --- Technician{3}, Beam Weapons{1}, Melee Weapons{1}; Skeinsuit, albedo screen w/50SEU beltpack, laser pistol w/3 spare powerclips, stunstick)
Dogan, technician (mD STR/STA:50/50, DEX/RS:50/50, Lie Detection:5% --- Technician{3}, Beam Weapons{1}, Melee Weapons{1}; Skeinsuit, albedo screen w/50SEU beltpack, laser pistol w/3 spare powerclips, stunstick)
Heather O'Dell, steward (fH, STR/STA:35/45, DEX/RS 50/50 ---Robotics{3}, Computer{1}, Beam Weapons{1}, Melee Weapons{1}; Skeinsuit, albedo screen w/50SEU beltpack, laser pistol w/3 spare powerclips, stunstick)
Lv-4 Service Robots (x5, anthro-female-human bodies, self defense, computer link, steward/personal service; STA:100, ATT:70, DMG:2d10MV:30m/t)
One service bot is stationed on each of the passenger decks, the other two are stored on the crew deck.
There are three other passengers, one on each passenger deck:
7a > Gurub, dralasite merchant (nD, STR/STA:50/50, DEX/RS:45/45, Lie Detection:5% --- Psycho-Social{1}; no armor or weapons) He has a small shipment of wine and liquor in the port hold destined for Outer Reach. He will barricade himself in his cabin if danger presents itself and will not fight, but will try to barter for his life if threatened.
7b > Omaga, dralasite blow-singer (fD, STR/STA:40/40, DEX/RS:45/45, Lie Detection:5% --- entertainer{1}, martial arts{5}; no armor or weapons) She has an extravagent wardrobe stowed in the starboard hold along with several musical instruments utilized in her act. Having worked numerous seedy locations, she is adept at hand to hand combat and can handle her own as such.
7d > Brootis, mercenary (mD, STR/STA:55/65, DEX/RS:45/45, Lie Detection:5% --- projectile weapons{2}, Melee Weapons{1}, Thrown Weapons{1}, Technician{1}, Skeinsuit, Snub Pistol {treat as auto-pistol but can only fire single shots @ 3/round for 2d10 each} He is seeking employment in Outer Reach, having not found anything worthwhile in Inner Reach. His inertia screen/50SEU beltpack and automatic rifle are stowed in the ship's weapons locker. While he may potentially be hireed by a criminal element in Outer, he has not secured any contract yet and will defend himself accordingly.
ALPHA SUBSECTION 3: ATTACKED!!!
After 70 hours GST has elapsed the ship will come under attack. A small class:5 freighter is closing in on the Bellatrix, her chemical thrusters are simply no match for the inbound craft's atomic drives. Red light envelopes the Bellatrix's interior and klaxons sound, with a repeating computerized message "unknown craft attacking, please remain secured in your cabins."
Your chronocoms beep to life as Garlus pages you on the general hailing channel "Belay that order, meet me at the weapons locker. We'll take care of these scum if they intened to board us!" The ship rocks and shudders several times over the next 30-40 minutes as they exchange laser battery blows, until the Bellatrix's battery and maneuvering systems are disabled. The ship only has enough fuel to decelerate at the destination so they dare not use any of it. Garlus orders everyone to cover both upper and lower deck aft airlocks, splittign the party evenly (one groupo with Garlus at the lower airlock and the others at the upper airlock). If the party split totals an odd number on one side, allow NPC Brootis (7d) to join in to make the groups even.
The Invaders
The inbound ship SS Silent Rover is manned by a group of would-be cut throats looking make a reputation for themselves under the Silver Hand. None of the ship's crew will enter the Bellatrix save for one of their engineers who is leading the boarding party.
For groups of two per deck use the first three invaders, for groups of three add the optional mooks for each deck. The Silent Rover has sealed their airlocks behind their boarding parties and if any attempt is made to breach them the ship will break away and escape. Remember, all combat will be conducted in zero-grav conditions.
Boarding Party #1
Hockney "Blade" Kieran, boarding captain (mH, STR/STA:55/55, DEX/RS:45/45) --- Tech{4}, Robotics{2}, Engineer{1}, Projectile Weapons{1}, Melee Weapons{5}, Thrown Weapons{1}; Albedosuit, Inertia Screen w/50SEU Power Bletpack, Automatic Rifle w/3 spare bulletclips, Electric Sword; silver ring - hand wrapping around to grab its own forearm, two fingers of the hand depict rings w/small rubies (worth 300Cr)*
Mook #1 (mY, STR/STA:40/50, DEX/RS:50/50) --- Gyrojet Weapons {1}, Melee Weapons{1}; Skeinsuit, Gyrojet pPstol w/2 spare jetclips, Vibroknife
Mook #2 (nD, STR/STA:55/55, DEX/RS:45/45) --- Beam Weapons{1}, Throw Weapons{1}; Skeinsuit, Laser Pistol w/2 spare powerclips, Tangler Grenade
(optional) Mook #3 (mH, STR/STA:55/55, DEX/RS:45/45) --- Beam Weapons{2}; Skeinsuit, Laser Pistol w/2 spare powerclips
Boarding Party #2
Kurmani, boarding lieutenant (mH, STR/STA:35/45, DEX/RS:55/55; Battle Rage:25%) --- Projectile Weapons{2}, Melee Weapons{3}; Skeinsuit, Automatic Rifle w/3 spare bulletclips, Electric Sword; silver ring - hand wrapping around to grab its own forearm (worth 50Cr)*
Mook #4 (mD, STR/STA:65/65, DEX/RS:35/35) --- Beam Weapons{1}, Melee Weapons{1}; Skeinsuit, Electrostunner, Stunstick
Mook #5 (mH, STR/STA:40/45, DEX/RS:70/60) --- Gyrojet Weapons{1}, Melee Weapons{1}; Skeinsuit, Gyrojet Pistol w/2 spare jetclips, Nightstick
(optional) Mook #6 (mV, STR/STA:30/50, DEX/RS:60/60) --- Projectile Weapons{2}; Skeinsuit, two Automatic Pistols w/2 spare bulletclips
* These rings are membership rings of the Silver Hand that are awarded to members that have proven themselves worthy of the organization. Plain rings are initiates, and rings with gemstones signify rank.