For the introduction, read this posting and read the sessions 2 and 3. I am using the High Space rule set and playing in the FireFly 'Verse.
The crew begins play 12 clicks away from the facility that is suspected ofs producing a new drug. They also suspect that the Alliance will use this new drug to pacify the masses, similar to the Miranda project. Wary of more giant beetles, the crew waits until just after sunset before making their way carefully towards the facility.
A few clicks away from the site, they stop to see what they can see. In a tree and using a sniper rifle scope, Eliot sees the compound with a cleared area around it and also spots some security drones. With the first obstacle identified, they plan their approach.
First, Leng and Steady hack into the security drones and shut off all the visual and audio sensors, but leave them flying to keep away suspicions if anyone is watching them. Next, they manage to hack into the compound's network and through the security cameras, learn the layout of the facility. The crew approaches the locked gate, dispatches the security and the lock, and open it quietly. They spread out to take positions throughout the compound:
- Lock heads straight to the packaging facility to check out any product that is ready to leave.
- Skeeter and Saul go to the slave quarters to start the rescue / extraction.
- Leng makes his way to the Surface-to-Air missile station.
- Bulldog and Elliot scout out the barracks and take up position to prepare for anyone leaving the building.
- Steady goes to the fighter ship on the launchpad.
|Taking up position for when it hits the fan.|
|Two pilots start their slap fight over a fighter ship.|
|Skeeter and Saul are gathering the slave laborers for an escape.|
|The owner of the ship is heavily wounded.|
|Compound "Employees" barricaded in their barracks, shooting at our heroes.|
While waiting, the crew decides to get some answers to the unending list of questions they've got. They learn the site is not Alliance run, but Alliance protected. The site is getting direct orders from the Blue Sun corporation. The locked bunker is opened and there is incriminating documents contained within. The General is not scared of the Alliance, but is visibly concerned about what Blue Sun is going to do when they learn of this incident. To this end, the ship in orbit has already tried to make contact, getting some very terse and vague answers from Steady.
When the ship and mule both get to the facility, the crew loads up some more crates and all of the colonists. Their first stop will be the colony to return the colonists.
That wraps up this session. Our heroes have definitely put themselves on a radar or three. And they know a little more than they did before. Although, they aren't sure if that is a good thing or a bad thing.