ITV Session 11: Escape from Uetonah

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SAFCO is still on Ueotonah, started where we left off last game. The rebels have, with the help of SAFCO, defeated Samson Mining’s defence forces, but now find their location compromised. They will have to move to one of the other base locations they have scouted out. The rebels quickly begin evacuating the wrecked ship. SAFCO evaluates the ship for salvageable components. The rebels will be taking one large piece of equipment — and autoDoc with its own power source. SAFCO looks over the ship, and Barney determines that not only could they use some of the grav-pallets and tools to salvage the working dual pulse laser turret from the wreck, but also the ship’s power plant, worth several million credits even after decades on the ground. The Jump drive is likewise salvageable, but too big for the limited cargo space in the team’s modified Freetrader. Since they have discovered their original mission on the planet was based on a lie, salvaging these ship components will make the trip and the danger worthwhile.

Barney radios Fardt, back on the ship, gives him the coordinates, and tells him to prepare the ship to come get the crew and the gear upon notification.

The team spends the rest of the day removing the turret and power plant components and prepares them for travel. They go over options for their next destination.They have fuel for one Jump-2, which can get them back to Overon, coreward to the unnamed system they passed through weeks ago for gas giant refueling, or rimward to AT201, an orbital shipyard orbiting a rocky moon of a gas giant. They decide they’ll return to Overon where Flint can report to his contacts in RCMP of the status of the mining on Uetonah, tell Nora Slimjack the status of her son, and get them back toward the frontier and the Void. They can also try to sell their salvage there.

Barney radios Fardt to bring the ship. The novice pilot makes roll the get the ship off the ground. At in-astmosphere starship speeds it will not take Fardt long to get there.

As they wait Fardt calls on the radio. He sounds panicked. “Guys, we’ve got trouble. They tried to close the bay doors so I blasted through them, and now there are three security speeders chasing me and shooting!”. The team can hear the chaos. The security speeders are faster than the ship and very maneuverable, but Fardt had a head start. The team knows the direction they’ll be coming from. They decide to have Fardt slow down enough when he reaches they for the team to ride their grav bikes right into the cargo bay and join the fight.

Flint uses his binoculars and can see the ship approaching as well as the pursuers firing lasers. Fardt’s flying is so erratic they have not managed, from long range, to hit the ship. But they are closing. The team gets on the bikes and they leave the ground. Flint calmly uses the electronic site on his rifle to take aim on one of the speeders. He fires and hits it, blasting a hole in the cockpit windshield.

Fardt gets to the team slows down, and they fly into the cargo bay. Flint stops and takes one more shot before flying into the bay. Again he sights-in on the cockfit, fires, hits the pilot, and the speeder goes down!

Roger takes the controls and activates the automatic turret, Barney heads to the engine room, and Lucky goes to man one of the turrets. Ronda, Fardt, and the robot strap in. Flint stays by the cargo door, hoping to score another sniper shot with his rifle if one of the speeders comes into view.

The ship enters the dogfight with the two speeders (We use Cepheus Light dogfight rules). The speeders have little armor and will likely blow up with one laser strike, but they are fast and very hard to hit. Roger activates the Manuver/Evade-2 program to enhance his pilot skills and Predict-2 to assist Lucky with the laser turret.

After two rounds of combat the team has missed the speeders with each shot. The speeders, meanwhile, have scored hits on the ships power plant and computer, reducing the performance of each. Finally they score a hit, blowing up one of the speeders, showering the jungle below with debris. Having lost his two partners, speeder pilot 3 decides to break off pursuit and get out of there. The team pursues, blowing him from the sky as well.

With no pursuers, SAFCO finds a place to hide on the planetary surface and attempt repairs to the ship. Barney is able to effect repairs to the power plant, using parts from the salvaged power plant, to return it to its Power Plant-B status long enough to get them to Overon. Lucky, with Barney consulting, is able to repair the computer.

Now the question — how to leave the planet? There are likely some system defense boats in the system. Best not to meet up with them. The planet has one moon. They consider their options, and decide to try using a carefully plotted trajectory out of the system, using that moon to hide their exit from the planet. The GM makes a secret Nav roll for Roger to determine how good the course is. Barney makes an engineering roll, and manages to boost the maneuver drive up one level for the time it takes the ship to get to the Jump point. The man is a miracle worker! Turns out their plan and course is good! They are able to exit the system to the minimum Jump distance without detection.

The ship reaches the jump point, and a course for Overon is layed-in. No mis-jump. The team spends a week in Jump Space. They arrive in the Overon system.

Flint reports on Samson Mining to his RCMP contact R. Tilton. Roger finds Nora Slimjack at the Mooch Mine and tells her that Jason is fine, and apparently on Uetonah of his own free will. Flint gets the name of a trader on Overon with whom to try to sell the salvaged turret and power plant. The team gathers for relaxation at the Mooch Mine. All is well…for now.

End of Session.

IY6026.115
7 days elapsed in this session
179 total game days elapsed.

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