8 - Retake the Hyperspace Relay Part 2

Stardate 05.09.2349

The crew discover that the station has been seized by a military detachment of the Trundlian and Whistler governments to a) hold the station so that ships can’t spread word of the assault on Bloot to the Zoallan’s in nearby sector 3 and b) destroy the relay if they look like they’re going to lose control of it.

The crew storm the compound the troops are holding and are very nearly all killed. At the 11th hour they do prevail though, and take the station before the defenders have time to irreversibly damage the relay. Some fancy engineering checks later the relay is back online and the crew are free to leave.

But where to? Something big is going on in sector 5 and efforts to stop news spreading to the other sectors means they anticipate resistance. Where to go now? Investigate sector 5? Warn the capital? Figure out how war profiteering works? Tune in after our holiday hiatus to find out where the crew will go from here.

The map we used for this scenario is Armored Cartographer’s beautiful “Remote Listening Post” designed for the (now defunct) Star Wars Miniatures game. 3rd party (i.e. non-Wizards of the Coast) maps are ideal for Battlestations as they have to avoid anything too explicitly Star Wars for copyright reasons, leaving you with a nice generic science fiction setting designed with balanced skirmish combat in mind.

7 - Retake the Hyperspace Relay Part 1

Stardate 05.08.2349

Arriving on Crystallia, the crew discovers that an unknown commando force has taken control of the local hyperspace relay. The relay serves as a beacon which allows ships in hyperspace to orient themselves and jump out of the system safely. The crew could leave without bringing it back online, but would be jumping blind in a random direction and distance.

Also greeting them on arrival were a handful of refugee ships fleeing a major assault on Bloot. Reports are that a massive mixed fleet of Trundlians and Whistlers had attacked and seized Bloot for purposes unknown. Bloot is notable in being home to a wormhole that allows safe passage across the rift, depositing ships right next to the borders of sectors one, two, and three.

Closing on the space station that housed the relay the crew engaged a size 8 Whistler vessel and took it out with a successful boarding action.

We ended the session before the PC’s could assault the fortified station…

Session 6 - Mirror Match

Stardates 04.24.2349 – 05.08.2349

The crew are pulled out of hyperspace by a trap left behind by an unknown race in the rift. They find themselves face to face with a ship identical to their own, crewed by their exact duplicates, and a sphere in space between them.

Knowing that they were dealing with dangerous and unstable killers (i.e. themselves) a healthy tension developed as the two crews worked to figure out what had happened and how to escape with lives and souls intact.

Eventually factions formed, not crew against crew, but pair against pair. The crews were jumpy enough that both science officers decided to withhold and censor the information they passed on to their trigger happy companions and the Bot and Chronosian marine became convinced that they needed to kill the others to escape safely.

The mutiny was short lived but bloody. Two Chronosians in power armor meant four Chronosians time jumping around shooting at people. Still, with cunning application of OOC to lock down the non-space legs having mutineers the majority of the crew prevailed and made a deal with the marauding Chronosian.

In exchange for not firing satchel charges at the heavily damaged ship (~115 damage IIRC) they agreed to put him off the ship at the next port rather than kill him.

Still, everyone survived, was reunited with their severed half, and avoid blowing up their ship, so all in all an overwhelming result.

Session 5 - Join the Collective?

Stardates 04.13.2349 – 04.23.2349

Warping into Newest Zealand, the crew found three ships orbiting the planet as well as a mysterious broadcast asking them to “join the collective”. Feeling a deeply satisfying sense of peace and belonging, they of course turned to flee.

Their sanity intact, the crew waffled a bit between trying to discover and destroy the source of what was now clearly planet wide mind control and fleeing with their brain’s intact. As the dominated ships moved towards them, they were introduced to the swift doom that is the star fighter, as three launched and started taking shots at the already damaged Low Hanging Fruit.

With a little hyperdrive programming and a couple easy hull checks, the crew were gone.

Session 4 - Run Away!

Stardates 03.29.2349 – 04.13.2349

The crew started the session on Fungaloid where they sold some of their supply of energy (despite lackluster demand) to raise enough money to buy a new hull! Equipped with two brand spanking new cargo bays and a very affordable sick bay, the crew took on a Chronosian marine as full partner taking an equal share of any profits and being responsible for an equal share of the crew’s debt. The extra hands would certainly come in useful as both Cling and Kattalack were out of commision with a particularly nasty Canosian virus.

Looking for work found the crew taking a contract with the UREF to escort a civilian freighter to Zoalla Gamma as well as smuggling a fugitive Zoallan to Bloot. On the theory that it would make him easier to smuggle, the crew talked their passenger into being frozen and set off.

A trip across the sector border meant a run in with a custom’s frigate, but the Zoallan was well enough hidden to avoid capture. After setting off again, the crew were jerked out of hyperspace by an explosion in the hyperdrive which dropped them down into real space where a hostile ship was waiting for them. As the crew set about preparing to run, a series of explosions rocked the ship and they realized they had a saboteur aboard. Try as they might, the enemy ship just couldn’t catch up with the heroes before they jumped away, and the stowaway Xoloxian marine was easily subdued (well, shot until he stopped moving then left to bleed out as the crew attended to other problems).

Not wanting to let their captive get away, the crew froze the boarder and hired an ethically flexible medic on Zoalla Gamma to quietly revive him for questioning. Upon questioning the crew discovered that he was an agent of the Xeloxian government sent to take the Zoallan passenger into custody. Upon suggesting that his embassy would pay for his return, the crew offered to throw in the Zoallan for an acceptable price and (after some precautions) trooped down to the Xeloxian consulate to negociate a price. The crew’s opening offer was 26,000 credits which the Xeloxian government paid without batting an eye. And, just like that, a fugitive was turned over to the proper authorities. At midnight. Through the back door. Drugged and in a sack.

Still, the money was good and its not like it will ever catch up with the crew. Right?

Session 3 - Hot Rocks

Stardates 03.08.2349 – 03.29.2349

The crew decided to arm themselves at New Asia and took on some heavy weapons and supporting cyberware when it was noticed that SC077-E wasn’t suggesting anything to buy or commenting on the advisability of giving one of the tumbleweeds a rocket launcher. An inspection of his systems indicated that his self-respect chip had failed, leaving him without any sort of pride. The repairs seemed like hard work, so it was decided just to let the bot’s auto-repair function handle it in time. After all, SC077-E still worked more or less, you just had to give him orders.

Not finding any work to their liking, the crew took on ten units of energy at an excellent price, planning to forge on to Fungaloid and at least have that to sell at a profit.

About two weeks out of Fungaloid the crew responded to a recorded message from a Silicoid ship in distress. Warping in they found a size 8 Silicoid ship on fire covered with unconscious and / or burning crew. After some trouble with the helm, the crew managed to beam Silently Judging You and SC077-E across to control the fires and resuscitate the crew. Not only did the crew manage to rescue the entire crew of sixteen, they did it before the ship broke up from the fire. It took ~140 damage, but it didn’t break up…

Continuing on to Fungaloid the crew heard rumors of growing dissatisfaction in the Republic. Grumbling about human control of the Republic has escalated into shouting matches in the Senate over the border between Sector 1 and Sector 6 and if more ships should be commissioned to control piracy.

Commodity prices on entry were: 800 for energy, 300 for biologicals, and 200 for ore.

Session 2 - Bug Hunt!
Crew! We are LEAVING!

Stardates: 02.16.2349 – 03.08.2349

Starting from Stoccy’s Haven, the Crew took advantage of an affordable missile bay upgrade kit and looked for paying work.

They took on Proto-Maximized Baubles for delivery to Crystallia and Macro-Flavored Packaging bound for Newest Zealand and sat down to plan their route. First step was New Asia in the hopes of picking up cheap energy as trade goods for the trip.

In hyperspace on route to New Asia they received a distress call from a UREF outpost (with the ominous map designation of LV-426) and dropped out of warp to investigate. Floating around the planet was a ship sized living sphere that moved out of orbit attacked the ship. A good cannon shot and a terrible hull check later the beast was dead and the crew scanned the planet below finding that there were UREF survivors on site.

After landing, the crew made their way into the damaged outpost and found themselves beset by swarms of aggressive alien bugs! Fighting their way back to the survivors, they found them cocooned to the walls and set about rescuing them. Then there were a lot of bugs and the plan changed to just killing the survivors so their clones would activate. Then there were a LOT of bugs. The plan changed to getting out with some cargo as treasure. Then there were A LOT OF BUGS. The plan became get out alive.

A badly battered crew made it back to their ship with a swarm of bugs in tow and slammed the door on them. Twenty three of the bugs lay dead, but countless more looked up at the ship as it rose into the air lamenting their lack of wings.

After leaving a warning buoy stating “BUGS! Don’t go down there! Nuke the site from orbit, it’s the only way to be sure” the crew completed the trip to New Asia and passed on their report to the UREF who paid them handsomely for the data and their valiant efforts.

Session 1 - Fun with Pirates!

Stardates: 01.01.2349 – 02.16.2349

The crew started out their trading career on Earth, where they took on a passenger and as much biological material as they could afford and set off for Stoccy’s Haven by way of New America.

The ship made it into New America and made an absolute killing on the biologicals and passed on to Stoccy’s Haven. A brief interlude with a navy vessel left their fugitive passenger undetected, but the crew were pulled out of hyperspace by a pirate vessel with a warp inhibitor. At this point their passenger announced “I’m helping!” and proceeded to muck about with the teleporter until driven off by Captain Cling’s diplomatic efforts. The pirates bit off more than they could chew and were driven off by cannon and missile fire.

SC077-E earned 310 experience, Cling, Katalak, & Silently Judging You, earned 341 thanks to mentor chips. All earned 280 prestige by running off a pirate ship (60), sucessfully completing an encounter (150), and paying down 1,750cr of their debt to Jeetoma. Cling’s fame boosted his Prestige to 308.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.