Session Ten, Plague of Angels

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Comms with Harold:

Laying in wait to ambush the ships


6 hours until rendevous


Goro attemps to make coffee, and soup... a kind of coffee...


Oksana: Comes clean to sending a message to his Nebula contact. and goes over the message from Henry Moore station. And the director there guarantees our independence and respect of our property.

She says she's low down in the organization.


We got rutters for Mnk72 and Afari <1yr

Eva's got a rutter to Mnk72 <1month

Bibloa 7 - rutter to Afari <1month


Gerry - makes the point to make sure we get compensated for our technological findings and presence of our


Tactics: Suits:

Secure Comms


Harold hails us- we may have a problem.... Boston has new fans on Harold's ship


OA Ship: Sword of Flame Gunboat has been hit, sending a mayday. this was the ship that was the escort for the freighter we were about to hit. Smaller than the Goro, a bit bigger than the Fallen Angel. - Scans show 2 ships that are connected by boarding tubes


Freighter is Chariot of the Stars.


They're connected by boarding tubes. Cargo hatches are closed. no lights on.


Gerry hacks the logs of the chariot of the stars:

Engines shut off from the bridge. Shut off from the captain's station.

Cargo marked as dangerous, headed toward RS002 - station orbiting Barrow - we have approach information to the base and proper encryption, not on any public charts, we have the location. RS001 also orbits Bero

Spike drive charts, <1 month


(Datadump of Chariot of the Stars database to Goro)


We dock with the patrol boat airlock through the boarding tube. 7.5m, atmo in airlock.


zero G (OA ships don't have artificial gravity)


Stefano, bedelman suit, and gerry have mag boots.


We enter the ship: someone's foream is floating and blood globules float out of clean sliced from it's owner...


more bodies are floating in the dark....all pieces and parts...No heads...

They're in security armor, laser rifles floating around. Looks like a very heavy blade and precise cuts. 6 dead clumped near the entrance to the elevator.


Directly across is the next airlock to chariot of stars, it's closed. We head toward the Freighter.


Something large and metal being rended somewhere in the elevator shaft. Not rhythmic. Listening closely at the closed door in the elevator shaft, mechanical sounds up toward the bridge.


Boston sets off a grenade trap going up the trapdoor at the top of the elevator shaft and blows himself up. Lazarus patch used (3), 1 Lyft patch

(Ship stores adjusted)


(Aid another: (John, double check this) It looks like the helper can use a different skill than the one the person he’s helping is trying to perform: Example: Boston uses his perform skill to distract a guard so Sinon can sneak by, Boston has to hit the same difficulty as Sinon needs for his sneak check with his perform check and then Sinon can get a +1. Or something like: Gerry tweaks the navigation computer to perform optimally so that Dominik can more accurately make his pilot check for a spike drill check).

Would that work for tweaking the targeting computer during combat to aid a gunner’s shoot skill?


Get Captain Harold to send us the current rutters he has. Otherwise spikedriving out may/will be challenging. Maybe Scour Eva’s compad, Luck and the Fuel stations databases for current rutters


How do we use the Bedelman suits for taking a ship or defending our own. Can we wear them, use weapons with them, can they be programmed to attack, defend, or whatever? Use them as cover at the very least, holding instapanels so they take less damage?


See if Goro can create hallways with defensive outcrops, kind of like arrow slits? Can he create these outcrops to be retractable on command of a crew-member? That way we can work our way back toward the bridge if we get boarded and retract them so our attackers can’t use ‘em.


Set up sections of the hallway with ‘controllable by crew’ openings to space in sections between sealable bulkhead sections. So that only the section is vented and poofing invaders out to the gentle environs of space.


Is there a way to use knockout gas (Gerry?), reduce oxygen levels in sections between bulkheads to slow or kill hostile boarders? Create electrified corridors or bulkheads? Or just seal off sections where boarders are.


Can Goro control gravity in specific sections of the ship? (We may have asked that already). Even if it’s shipwide, if were securely stationed and our attackers are not, cutting gravity might still be useful.


Can Goro control the lighting in different sections of the ship? (We have access to low light goggles)

——————

Some variation of below to split crew to take a ship if we can:

Ship’s prize crew: Jack or Boris - Captain, Sinon- Pilot, Gerry - Engineer/Comms,


Goro’s Crew - Stefano - Captain (he wouldn’t leave Goro), Dominik - Pilot/Comms, Boris or Jack- Gunner, Boston - Engineer


Do the guys we took on as crew jobs have useful skills other than fighting for needed crew members? I think John hinted that one had fix? Maybe he could engineer?

Does Oksana or Yi have any useful skills to man a station if push came to shove?

——————


Attacking ships:

Do we need any of the weapons, etc., from the Fleming Boys stuff we looted?

Coordinate with Harold to disable weapons and engines of the opposing ships. Weapons first so they can’t do damage to us??

Hitting a system is difficult, can a PC use the aid skill to help the gunner shoot?


Can we remotely through Goro hack their systems and shut down the engines and guns. Then other stuff to facilitate their surrender?