You meet up with the rest of the crew at Pem's defined co-ordinates. He's leaning against a beautiful T-2c shuttle, smoking a death stick and smiling widely. "Ladies and gentlemen, welcome to Chez-Pem — please mind the paint, as I just got this thing."
Squall whistles in appreciation, "nice ship! How'd you swing that?" She walks over and starts running her fingers over the finely polished metals. Pem slaps her hand away playfully, and buffs out her fingerprints. Squall squints at him in mock annoyance.
Jazz chuckles stiffly, "by making us work, duh!" Burr snorts to himself, and makes his way into the shuttle, not wanting to waste time.
Pem looks to you, as if he's waiting for approval. What do you do?
Comments
Pem's looking for a pat on the head? I walk around the ship, saying nothing for a moment, doing a quick visual inspection. This ship is really, really impressive. "Good work, Pem. This will do in a pinch, that's for sure."
As I'm boarding the craft, I mutter loud enough for him to hear, "Gonna be awfully hard to give this one back." Then the moments of appreciate are over, and I'm checking all the pre-flights so we can get this bird in the air.
The pre-flight for this thing is a dream: most of it automated, and everything that isn't is done in minutes. Jazz comes in and takes up the co-pilot's chair. Squall is in the back of the bridge, checking out the comm relay, and hyperdrive. Jazz looks over to you, sizing you up. "You're in a good mood today — you ready to kick some people off a big ball of space-dirt?"
Once we take off, I'll ask Squall, "Hey, any more details on this mine or the corp?"
You're almost out of atmo before Squall finally replies. "It looks like a group of 20 or so people, running under a Socorran prospector named named Druto Anes. Apparently he was contracted by some major conglomerate to scope out the asteroid field when they fired him for gross incompetence... Then he lands a major find in their territory, and decides he owns it."
Jazz smirks, "called it."
Squall continues, "it looks like most of them are just some roughnecks with mining equipment, and a blaster or two... They've been pretty vocal to the local authority about how a guy named Harlan Qorbin has been trying to strong-arm them out of "their find" — Druto sounds like an idiot, Kelb, but I think they'll be expecting trouble."
I'm still heading on, we're doing this job. This only helps me set the price.
As we're headed in, I give the crew a lay-out of the plan, "I want to get a view of the place before we put anything concrete into place as far as a plan, but I'm thinking Jazz and I go in hard, then fall back as a feint, drawing them out of the mine. Pem will be our second line of defense, with Mr. Burr up in a snipe position and Squall as support and acting as Mr. Burr's spotter. If Mr. Burr can get his sights on Druto, he takes the shot. Then we can offer the rest of the miners a chance to surrender. Who knows? They may even keep their jobs. But that's up to Qorbin. We're hired to secure the mine, we do not have to eliminate the entire workforce."
At one point, Jazz asks, "so do you wanna do a flyby, or just touch down on the opposite end of the asteroid, and hope they don't spot us?"
Once we hit the ground, I have them moving out. No need to dawdle. And yes, for a few moments, I'm making them hurry so I can get back to Kestic. But I clear my head, ease back, and we get our game faces on.
(Rolled: 2d6+1. Rolls: 1, 2. Total: 4)
Unfortunately, when you open the airlock door, and step out onto the surface of the asteroid, you're greeted by a whirring probe droid. Red alarm lights flash in the silence of space, and you know it's alerted someone to your presence. You also know these things are unarmed, largely clumsy, and slow.
What do you do?
I check the gauge on my fuel meter and say, "Shock and awe, Jazz. Time for some shock and awe."
How do you get in the compound, Kelb?
But if the airlock isn't working, then frak it, I may blow the dome and drop in that way. Shock and awe indeed.
The inner airlock door opens, and you hear boots scuffing down the hall of the upper level, "They're using the upper airlock! C'mon! Don't let them in!"
My goal is to suppress these guys long enough to spot my target. I'm after Druto Anes.
Threatening Miners:
(Rolled: 2d6+2. Rolls: 4, 2. Total: 8)
(+1 XP)
What do you do?
I want to Read the Situation here.
(Rolled: 2d6+2. Rolls: 5, 3. Total: 10)
(+1 XP)
• what’s my enemy’s true position?
You receive a transmission to your wristband, with a map of the station, and a waypoint to the control room.
Unless they misunderstand my orders, I'll wait a moment for Pem to move up. If I can take a cheap shot at some of the miners firing on Jazz, I will. Otherwise, I'm hiding until em comes up.
When you issue orders to a crew during combat, roll+hard. On a 10+, hold 3. On a 7-9 hold 2. Spend your hold 1-for-1 to:
• Expose someone/something to you.
• Provide cover to a teammate.
• Extract someone who is pinned down.
• Redirect an attack on yourself.
• Cover your six.
miss, your orders are executed to the T, but an unforeseen circumstance complicates things.
(Rolled: 2d6+2. Rolls: 2, 3. Total: 7)
(+1 XP)
· Expose someone/something to you.
· Provide cover to a teammate.
A few moments later, you hear a blaster rifle go off, and a Wookiee charges out of the control room chasing the fire, growling like a wild animal. Pem comes on the comm, "Better hurry, Kelb! This furry kriffer's angry!"
The way into the control room is empty. Druto should be alone in there.
What do you do?
I've flicked my rifle to stun, just in case I might need him as leverage.
What do you do?
I fully expect him to shoot me, of course. With his pea-shooter, I can take a hit.
If you want to put him down first, or get the hell out of the way, give me an Act Under Fire.
I'll take the shot. I want to Read this guy.
(Rolled: 2d6+2. Rolls: 6, 4. Total: 12)
(holding two)
If you want him to give up this mine, you need to either buy him out – for the whole mine – or kill him, and use him as an example to his crew.
• what does Druto wish I’d do?
(Rolled: 2d6. Rolls: 6, 3. Total: 9)
(Rolled: 2d6+1. Rolls: 2, 1. Total: 4)
(Rolled: 2d6+1. Rolls: 6, 5. Total: 12)
But it's too late... You feel a huge kick square in the spine, likely from a blaster rifle of some sort, and you're launched onto the console in front of you. You flip end for end, and land on the floor. Your ears ring a second and you spin around to find a raging Wookiee standing over you. His fur is caked to his paws with blood, and he's going to tear you apart.
Take 1-harm (after armor). What do you do?
I'm flicking my wrist to turn my jetpack on. This should cut the distance between us right quick, and hopefully I can keep him from shooting me. If I can get my heavy blaster pistol out, then I'm shooting him full in the chest.
Failing that, I'll go for my trusty vibro-sword.
Jazz, you better be alright out there.
(Rolled: 2d6+1. Rolls: 2, 3. Total: 6)
Because he shoulda kept this guy at bay!
When you cross the threshold out into the door, you spot Pem stumbling towards you. He's barely standing on his own two feet, and bleeding profusely from a fight with — what one can only presume — was a wookiee. "Hey Kelb," he says with a serious look, "I got some unfinished business with a talking rug that just walked in there." He's got his blaster out, pointed behind you. "Go get Jazz."
Right now though, I'm looking for Jazz, "Team, Druto is down!
I'm going to hover up, trying to get the attention of these miners. I tap the volume control on my mouthpiece and while I'm looking for Jazz, I broadcast loudly, "Asteroid miners! Your leader, Druto Anes, is dead! We were hired by Harlan Qorbin to take him down, and re-take this mine for his company. If you surrender NOW, we will let you leave. If you want, I will even put in a good word for you with Qorbin, you might keep your job."
I let that sink in, then add, "If you continue to fight, we will kill you. What do you say?"
(Rolled: 2d6+2. Rolls: 5, 2. Total: 9)
(+1 XP)
You hear the roar of a wookiee behind you, and more blaster fire. It seems not everyone was willing to lay down arms... Pem's voice comes over the comm, "I'm gunna need a band-aid or two... And a place to put my new rug."
Pem calls again, "Actually, Kelb, I think I'm gunna need more than a band-aid... Can you come help me up?"
This is going to take a roll to fix, Kelb... At your leisure.
(Rolled: 2d6+2. Rolls: 4, 3. Total: 9)
What will be a problem is how he needs about 24 hours to stabilize from his wounds before you can move him out of here.
What do you do?
I call over the comms, "Team, Pem's in rough shape. We're going to have to hunker down here for a day or so. Let's round up these miners for a chat."
The plan will be to house them for a day while we use the transport's comms to reach out to Qorbin that he can re-take the mine. Man, it just keeps getting worse.
There's a Twi'Lek here named Jasp'ah Do'lik who seems to represent the group now. He's not a pushover, but he's a lot more co-operative than Druto was. Everyone except Squall and Pem is here with you. Jazz is leaning against the far wall giving everyone a stony gaze.
What do you do?
I'll head over to Jasp'ah. I'm in my armor, no helmet, no rifle. I incline my head to him slightly, a little bit of respect, "Hey. Do your people need anything right now?"
I shake my head, babysitting is not what I signed up for. But, I'm being paid by the hour, "Let's go see Tikk Rendar now."
Do they have any first aid kits I can use? Is there one in our ship?
With constant attention, you could likely keep him in decent enough shape to survive until the corporation arrives. Of course, they'd need to bring some medical supplies too... Which they may be reluctant to do for people they were prepared to kill.
What do you do?
I lay out the injured men, the lack of supplies, all that. Then I ask, "Should I send Squall off to buy some supplies at the closest rock of civilization and come back or let these guys wail, and maybe let one of them die? I mean, I don't even know if the corp would want them back. So, it's pro bono work."
Jazz listens to everything you have to say, attentively, without breaking eye contact with the man he affectionately calls, "Big Z over there." Jazz takes a minute to consider the facts, and his response, before answering. "I dunno Kelb... I'd say leaving us here without an escape shuttle is a bad idea, but then being stuck here with no supplies is even worse."
He sighs, and finally looks over to you, "I'd back you either way, you know that, but I say we let these kriffers squirm a bit. Prospectors and miners shooting off blasters to hold onto some rock? They knew what they were getting into! If they didn't wanna get shot, they shouldn't have started shooting. Let Qorbin decide if he wants to pay out for 'em."
He looks back to "Big Z" and whispers, "now if one of us needed medical supplies — that's a different story, you know?"
I'm walking over to Big Z, walking right up to him, in his personal space. "Hey, big guy," I say in a neutral tone. I'm not exactly looking for a fight. "Is there a problem?"
The Zabrak's got a deep voice, hard and cold like metal, and he's rock solid. He shakes his head, "not yet. Tell your boy to stop looking at me like I owe him something."
Then, what the hell, I add, "With me."
He leans in close, "Druto and Grubacca were close friends of mine, and you coming here taking what little he had for some kriffing rich sleemo that'll never step foot on this rock? I'd gladly get into some real trouble, with you, for a chance to make that right."
"Believe me when I say that I'm sorry things didn't work out for your friend." I say it neutral again, trying to let him know I really don't want a massacre, but I don't have time or resources for a second insurrection. "And trust me when I say that some of my peers in my particular line of work would not be having this conversation with you. Because you'd already be dead."
"So, big guy. Think that over. And if you want to make a move, take your best shot."
(Rolled: 2d6-1. Rolls: 1, 3. Total: 3)
Jasp'ah has been paying close attention to your little conversation; and while he's definitely hurt by what you just said about Druto and Grubacca, but what you said about spacing his people? That's got him on his feet. He walks right up beside you, and stares right into the Zabrak's eyes. "Brous — shut up, and sit down. You're going to get us all killed."
Brous doesn't hear him. He shifts in his chair to stand up, keeping his hands on the table. He's a big kriffer, and his movements are slow — deliberate.
There's a loud BANG and his head flops forward, and to the side. There's a hole where his right eye used to be, and he flops down to the ground — dead. Jasp'ah spins around, shocked, to find Jazz holstering his sidearm. Jasp'ah looks furious — but his anger is contained by fear.
Jazz calls out to you, "C'mon Kelb. Stop wasting your breath on morons like that. I've got this place covered — go make the call to get Qorbin and his minions in here."
(Rolled: 2d6+2. Rolls: 6, 6. Total: 14)
(+1 XP)
• what’s Jazz really feeling?
• what does he intend to do about these remaining miners?
Holding one
He intends to stand guard, and off anyone who makes trouble. No more bullshit. He won't look for an excuse to shoot someone — he's not out for blood — but he isn't taking any more chances.
I'll hump it to the shuttle and raise Qorbin on the comms. I need to check how long till they arrive, and ask for some med supplies.
You hail Qorbin on the comms. He's still in his office, working on something or other. "Kelborn," he says, slightly surprised, "I didn't expect to hear back from you so soon... Has something come up?"
I pause, letting him take it all in, then ask, "How long until your company arrives, sir?"
I cut the comms when he's done. I'm headed to see Pem, if he's awake. If he's not, then Mr. Burr.
"Hey Squall, give us a minute." I tell her. If she's shaken, I'll be gentle. Once I'm alone with Pem, I ask, "Could you find mining jobs for five, maybe six guys somewhere in the Outer Rim, out of this corp's notice?"
"What would you do?"
He shrugs, "a job's a job Kelb. I get that we're not a death-squad — part of why I joined on with you is because I needed to keep my conscience light, and my pockets heavy — but you gotta ask yourself: are you here to make friends, or make money?"