ITV Session 3: Showdown in Space

The scouts begin this game on the surface of the moon, on which they have investigated the Ziggurat temple and its observatory upper level, obtained the robot, and taken a data storage module.  They attempt first aid to the Scumbags from whom they saved the natives. Roger uses his Medic skill – failing his roll on Croyd, the leader. Croyd will bleed out and die. He makes the roll on the others. They keep the Scumbags restrained.

They know that Croyd’s ship is still in orbit, and is likely bigger than theirs. Iron Balls McGinty confirms this, noting that they are dealing with a modified Type A Trader, with 2 double laser turrets. However, most of the crew is here on the ground, leaving Ronda, the pilot, and 3 crewmen in the ship. The PCs need to get Zal Twist back to Mylor to complete their job, but realize that with the enemy craft in orbit they may not make it to the jump point. They devise a plan.

Roger realizes that the Scumbags’ ship must be parked in orbit, using the moon as a shield against the periodic radiation bursts from the planet.

Having bribed Iron Balls to join their crew, Lucky and Barney take him, the Robot, and Fardt up in the Scumbags’ landing craft. Iron Balls reports that he’s returning with the injured Croyd — that the “marks” were tougher than they looked — the rest of the crew is dead. Ronda believes him and sends him coordinates for the current location of the ship. The landing craft leaves the atmosphere and after some time approaches the ship. Ronda opens the bay doors for the lander, and they touch down in the small hanger.

As this is happening, Roger has taken the Scout ship (the Rambler) just beyond the horizon of the small moon. When he gets word that they are about to board the other ship, he pops out of the atmosphere by surprise, with Zal manning the laser turret. Now, Zal isn’t trained on the turret, but the goal isn’t to hit the trader, but only to cause a distraction for the pilot. Zal screws up and hits the enemy anyway, disabling the traders’ maneuver drive. Ronda, using the automated turret, scores a laser hit on the Ramber, hitting the hull. The ship begins to depressurize. Roger and Zal put on their vacc suits. Roger continues to use the maneuver/evade program to avoid further damage, no knowing that the trader is now incapable of maneuvering.

Back on board the Scumbag’s ship, the boarding party guns down two of the remaining crew members in the shuttle bay (“I never liked you anyways, Jonesy”, says Iron Balls, as he blast his former crewmate). Iron Balls leads them to the hatch down to the main crew deck, which is guarded by “the Crab” an alien crewman resembling a huge crustacean. The crab is, sadly, outnumbered and outgunned, and is quickly rendered unconscious. They open the hatch and go down the ladder, finding themselves right in front of the door to the bridge. The door is locked. They need to get in there. They know they are in a damaged ship, but have no idea what the damage is. They need to end this before either of the ships is further damaged or destroyed. Iron Balls voices concern that Ronda might depressurize the rest of the ship, in which case they are screwed. They order the Robot to use its immense strength to open the door, but as the Robot moves to do this, the door opens…

Ronda, the pilot, is standing in front of them, hands up. “I surrender. This ship is dead in space. If it takes one more hit we’re all dead. Call off your attack before it’s too late.” The Scouts contact Roger, who tells Zal to stand down. Disaster averted.

Now — what to do? Both ships damaged. While Roger lands the Rambler back at their original landing site on the moon’s surface to make repairs to the hull and take on more atmosphere, Barney uses his Engineer-3 skill to get the trader’s maneuver drive working again. It won’t last forever, but should hold until they get to a proper space port. They land that ship on the surface too.

So, they have two ships available, but also a bunch of captured Scumbags. They are able to keep all of them from bleeding out. They can’t leave the Scumbags on the moon. They may get loose and cause problems for the natives. They don’t want to kill them, or take them into orbit and space ’em. Scouts — good scouts — don’t do that kind of thing. So they take them all onboard the trader and put them to sleep in that ship’s cold berths. They keep Ronda awake, locked in a state room. They’ll have to deal with her at some point. They recognize her as former Scout who was kicked out of the service years ago for a breach of ethics.

Both ships leave the surface. They spend a day in orbit, as the trader carefully avoids radiation bursts and skims fuel from the gas giant.  Zal connects the alien data module to his mobile computer, interfaces it with the ship’s mainframe, and continues investigating its mysteries. Together the ships begin the journey out to the jump point, at which point they plan to jump back to Mylor, deposit Zal there, collect their pay, make proper repairs to both ships, and go underground to change the traders’ registration and transponder so that they own it. They may need a company name.

That’s the plan, anyway…

Elapsed game time: 1.7 weeks

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