LOADING CLOSE

Mission 017 Sensational Collapse

Once DC01 gets to the Fleet . . .

The Fleet is desperately short on hyper fuel and needs DC01 to secure 150 EC of the fuel. The Empire has deduced that the alliance needs this resource and will begin interdicting ships seeking large quantities of this as cargo in the local region.

50 EC of Hyper Fuel (Cargo) normally costs $5.0 Million.

The alliance will provide DC01 with $30.0 Million for this mission.

Mandalor might have sufficient fuel to secure and they are ‘independent’ from the Empire. Mandalor is about 6 days away from Mon Cal.

If the PC’s have contacts in the Corporate Sector (cough, cough) that is only 3 days away . . .

Another logical choice would be Nar Shaddaa. Hutt space is still independent and if any place can sell that quantity of Hyper Fuel Nar Shaddaa would be able to. Nar Shaddaa is also about 6 days away.

Bothawui is 8 days away and is independent enough to be able to acquire the hyper fuel. And if they don’t have that much fuel, they will know where to secure it from.

Hapes Consortium(O09) are decidedly anti Jedi, but they have a strong independent fleet. They will have the fuel. They are about 8 days away.

Kessel (T10) is 3.5 days away and produces large quanities of Coaxium (Hyper fuel). They are run by the Pyke Consortium who is in close collusion with the Empire. They are slavers, but the Empire might not have that system locked down.

DC-01 decided to get the fuel from the Corporate Sector.

“The Hoz” actual name is Krii Hozznavin, will be lent to the team for this portion of the mission. He’s a capable pilot/gunner who is bored with routine fighter patrols. His fighter call sign in Red Eleven.

Celeste came form the Corporate Sector and escaped as a teen. She recommends that the group check with “The Boot” an outpost for Corporate Sector ‘Smugglers.’ This was a ‘base’ that was used when Celeste was younger.

“The Boot”: (S04) is located on a barely habitable system just outside of Zygerria.

The Boot is run and operated soley by Jeck Nesram (Human Male) an old ex-con who can’t show his face in civilized space but has ‘reformed’ to a hermit who comes out and services visiting starships.

He has fresh fruit (hydroponics) and makes a good brew of “Wandering Rye” (It’s a strong drink that requires an acquired taste, but it was one of Celeste’s first drinks and she has a fondness for the drink.

Nesram has been trying to coordinate the efforts of the half dozen or so ‘smugglers’ (most of them are actually former refugees who are trying to subvert the CSA and deliver humanitarian supplies to loved ones left behind).

As a result of coordinating efforts, and using these teams to reconoiter the region Jeck Nesram may actually know more about the Corporate Sector than the CSA.

However, the CSA has changed its security procedures lately and Nesram’s crews are not returning.

Celeste’s plan is to get into one of the smaller systems; hijack or capture a CSA freighter and then use it to get to Bonadan (S03). And THEN to steal either a large shipment of Coax or a ship with a lot of Coax, based on what is available and how far the team can get inside the CSA infrastructure on Bonadan. Idealy, Celeste would like to hijack an Action IV like they’d done on Malastare.

(Security Change: CSA has hired shuttle crews to monitor each mined system and if an unauthorized ship hypers in, they speed out to Bonadan to alert a QRF comprised of M3 Scyk’s and Khiraz fighters, with a support shuttle {U-Wing?}. They’re still mostly armed with Ion Cannons and they are intent on capturing their prey. {Which they’ve done to good effect}).

Shortly after the PC’s arrive one of the crew (the last one dispatched) will return with severe battle damage.

The Forsaken Kestrel (A YT-1000 Light Transport) will return with it’s two crew and two refugees.

Captain/Pilot: Twi’lek Male named Pob’Kitiy :: Yellow Skin, missing left Leku and scarred face & arms. Pob’Kitiy was a CSA slave and was both resistant and tortured. He’s abandoned Twi’lek notion on slavery and is a fierce anti-slavery advocate.

Co-Pilot/Crew: Human Male named Criszio Gladreb. He was a prisoner/indent and is quiet and intelligent. He figured out that Pob was planning an escape and assisted. They both escaped together and then worked to earn their ship the ‘Kestrel. Since then, they’ve worked to rob the CSA and deliver relief aids.

Refugees:

Human Male named Drades Gowpick was a prisoner/slave. He murdered a guard and is a wanted man in the Empire. He has a death mark and is willing to fight. He is currently malnurished and weak from his forced labor. Drades is angry and bitter.

Human Male named Lawryd Colcom was a dissatisfied contractor who was demoted to an indent. He has kept his CSA past a secret to keep from being persecuted by his fellow prisoners. He is scrambling to get back to the core so that he can return to his family and maybe start a new life. He is pro Empire.

The PC’s are headed to the closest CSA system to “The Boot:” Named CX7.

After the PC’s acquire the data that they need on CX7, they hope to head straight to Bonadan to capture a ship with enough Coaxium (from a full Action IV) or to figure out how to procure that much Coaxium.

PC’s are on the surface of Bonadan.

There is an Action IV in orbit but it isn’t scheduled to depart for two weeks. It is beginning its loading up of refined Ingots. The crew is dirtside on R&R and there is a skeletal team of logistics coordinators on board. The are also supervising two teams of stevedores, but most of the stevedores are indents.

A repleneshment Action IV is due to arrive in 7 days and it is tranporting a hold full of Coaxium.

A repleneshment Actin IV is due to arrive in 3 days and it is transporting a hold full of sundries (food, supplied, parts, equipment, etc).

PC’s arrived under the transponder credentials Rock Crusher a YT-2400 which they stole from the mining station at CX7. The station was under a severe blizzard at the time and the PC’s stole and mostly damaged the Rock Crusher. Once the ‘Crusher’s transponder was removed the PC’s blew up the ship (using the ships power plant).

So with a couple of hours head start the PC’s took their ship to Bonadan. They were assigned a berth on Spaceport 7 and tried to bluff their way to ‘accept’ a full shipment of Coaxium. Since the ground control coordinator didn’t have the order to release the Coaxium to the ‘Crusher, the crew were turned away. The coordinator suggested that they take their two days leave and check back later.

Crew then had their slicer try to hack the starport terminal and to create the order (as they had maybe a 3 day lead on someone from CX7 arriving and reporting their duplicity).

One hacking attempt failure and security was dispatched. The PC’s freaked out and blasted off (without clearance).

Security vectored in two M3 Syck fighters which the crew blew up with little effort.

The Pilot then dropped the ship into a mining field and using a series of valleys and trenches evaded security sensors.

The ship is now landed safely in a far away unoccupied section of this planet.

[end file 1]

CSA World (CX7)

Initial Interdictions.

CX7 World is a snowy world and the CSA facility is under a blizzard when the PC’s arrive. This was a sufficiently forecast event and the local managers grounded the security fleet.

CX7 is a rocky world with about 30% water oceans but the average surface temperature (at the equator) hovers between freezing and even colder. Normally a world this cold would have rare weather, but with extensive volcanic activity in the oceans, sufficient water vapor enters the atmosphere above the oceans. Summer months are particularly energy intense and the increased energy causes longer and more severe blizzards.

Ships located at CX7 facility (groundside)

The patrol ships are:

Singing Kestrel a Jumpmaster 5000, with callsign X-Ray 1

3 M3 Syck Fighters (Callsigns X-Ray 2, 3, & 4 respectively)

The cargo ships awaiting departure are: (Note the cargo ships have been stripped of weaponry).

the Millennium Panther a YT-1300.

the Millennium Mirial Skulker another YT-1300.

the Rock Crusher a YT-2400.

CSA systems for CX7.

The setup is a pretty standard arrangement for a CSA mining colony. There are nav beacons, communications, and weather satellites set up in upper orbit. With a bit of deductive reasoning and a successful sensors (computers) skill check, the PC’s will be able to determine that the facility is currently under a heavy winter storm.

There are no ships in orbit as they are weathering the storm below in the surface based facility.

CX7 has no manned orbital facilities.

The Facility – Mining Operations.

Again a fairly standard strip mining operation for the CSA.

Extractors: Little more than scoops, bulldozers, & dumptrucks. The CSA went dirt cheap and none of these vehicles are equiped with contragrav. This also discourages the indents from trying to flee the facility as they are denied access to advanced transportation technology.

The CSA is utilizing strip mining in a pretty straight forward process. They are moving in a straight line and cutting about a 100 mile wide swath to extract anything useful and are leaving piles of detritus in their wake.

Extractors are staged out of the lower levels of the Logistics facility.

Refinery: the CSA has a sole refinery facility that receives soil from the extractors and refines it. This is a very extensive, large facility that the extractor trucks bring their loads to. They in turn head to the refuse section to get a load and then deposit detritus in the already mined plains.

Water is in fairly ready supply and the refinery uses a lot of energy & water. The Refinery has three large pipes that run out to three adjacent ice covered lakes. The refinery also has the power production plant, which is a series of four fusion plants.

Logistics: is the section of the facility that stages vehicles and shuttles for the Refinery. There are some attached marshalling yards/warehouses, but these are staging areas adjacent to the four starport berths. Ussually there are two starships at the facility. One is loading up (about a 12 hour process), while a second ship is “staged” for loading (ussually done one to two days later).

Administration: is a slightly separate facility in close proximity to the refinery. The two are connected via a tube rail system (two train tubes that run a continuous circle circuit. The trains are sufficiently simple and are operated by droids. However the droids are sequestered to keep the ‘indents’ from stealing or messing with the droids. The train is the primary means of transportation between the refinery and the admin suites.

Housing is one of the primary functions of the Admin facility but most of the workers are indents, slaves, or prisoners. Ironically these “low tier” workers aren’t separated or locked up. On the base housing level the “low tiers” have access to an ample cafeteria facilities, some basic recreation facilities and are assigned an individual sleep tube. Security is evident, but most major infractions result being ‘reassigned’ to Mytus V.

Tier One employees are set aside for full contract employees; including shift managers, high skill technicians (including pilots), and on site security. They have access to the low tier (and train access) but getting to the Mid Tier requires dual access via an access card with an unique six – eight digit passcode. Tier One’s eat on the lower tier facilities with the low tiers, however they have two story townhouse style living facilities.

Tier Three (What happened to Tier two?) are the upper eschelon of high management and off site visiting security “consultants.” Access to Tier Three is similar to access to Tier Two. The facilities on Tier Three are almost luxurious with private cooks in the dining facility. There is a lot of open spaces at Tier Three and “room to grow.” Housing is luxurious. Tier Three also houses the control centers.

How CX7 deals with storms.

The refinery is not designed to stop so grand disruptions (like the storm) are hazardous. At best, the refinery can be slowed down, but an actual stoppage is quite costly and having product solidify mid system can cause costly repairs and time consuming stoppages.

So when blizzards are detected the refinery slows down operations about 20 hours before the storm effects are expected. The extractors continue on schedule and the intake material is staged and added through the storm. It’s not perfect but it keeps things going.

However, a lot of the lowest tier indents are still sent out and are stranded in their extractors. Logistics will be sending flights out after the weather clears to rescue extractor operators.

And with the open air loading terminals being buried in snow, it’s going to take time to clear the latest snowfall AND load up a ship for the next shipment.

OpFor Stats

Kihraxz Fighter

Sil: 3 Spd: 4 Handling: 0 Def: 1/0 Armor: 2 HT: 10 SS: 6

Mfg: TransGalMeg, Inc.

Hyperdrive: CL3

Navcomputer: Yes

Sensor: Close

Ships Compliment: One Pilot

Enc: 7

Consumables: One Day

Cost/Rarity: $65,000/6

Customization HP: 5

Weapons: 3

<> Light Ion Cannons (Twin mounted in Turret) (Fire: Fwd) Dmg 5; Crit 4; Range: Close; Ion, Link 1

<> Laser Cannon, Light (Fire: Fwd) Dmg 5; Crit 3; Range: Close.

M3 “Syck”

Sil:3 Spd: 5 Handling: +2 Def: 1/0 Armor: 2 HT: 6 SS: 8

Mfg: Mando Motors

Hyperdrive: CL2

Navcomputer: Yes

Sensor: Short

Ships Compliment: One Pilot

Enc: 4

Consumables: 2 Days

Cost/Rarity: $55,000/4

Customization Points: 2

Weapons: 1 (?)

<> Light Ion Cannons (Twin mounted in Turret) (Fire: Fwd) Dmg 5; Crit 4; Range: Close; Ion.

BTL-A4/S3 “Y-Wing” Attack Starfighter

Sil: 3 Spd: 4 Handling Def: 1/1 Armor: 3 HT: 12 SS: 10

Mfg: Koensayr Mfg

Hyperdrive: 1

Navcomputer: None- Astromech socket

Sensor: Close

Ships Compliment: 1 Pilot, 1 Gunner

Enc: 10

Passenger: 0

Consumables: One week.

Price: 80,000

Custom HP: 1

Weapons

<> Light Ion Cannons (Twin mounted in Turret) (Fire: All :: A4 Variant Fwd only) Dmg 5; Crit 4; Range: Close; Ion, Link 1

<> Med Laser Cannons (Fire Fwd) Dmg 6; Crit 3; Range: Close; Link 1

<> Proton Torpedoes (Fire Fwd) Dmg 8; Crit 2; Range: Short; Blast 6; Breach 6; Guided 2; Limited Ammo 8; Linked 1, Slow-Firing 1.

Guards:

CSA Enforcer (Standard) (Rival Human)

Hired from the Core for two 2 year contract terms, most are Human and many are Academy dropouts sympathetic to the Empire.

They are generally sent in when someone gets out of control.

Soak: 3 Wounds 12 Strain 12 Defense: 1/1

Brawn: 2 Agility: 2 Intellect: 2 Cunning: 2 Willpower: 2 Presence: 2

Melee: YG

Range (lt): YG

Range (Hvy): YG

Cool: YG

Perception: YG

Streetwise: YG

Vigilance: GG

Blaster Pistol “CSA Pacification Pistol.”

Dmg: 6 Crit: 3 Range: Medium Stun Dmg Only. Disorient 5 (rounds)

Stun Truncheon “Electro Rod”

Dmg: 4 Crit: 5 Range: Engaged Disorient 2 (rounds) & Additional Stun (4 dmg).

Tiss’Sharl Enforcer (Rival)

Hired from Tiss’Sharl, these naturally predatory reptile like sophonts have little regard for their prey. They understand the “rules” and will ussually use their ‘pacifyers’ for most issues, but they really look forward to a real hunt. Though not permitted, the Tiss’Sharl all carry their Combat knives. The Tiss’Sharl enforcers wear their own custom armor (and is not compatible with other sophonts).

Soak: 4 Wounds: 15 Strain: 11 Defense: 2/2

Brawn: 4 Agility: 3 Intellect: 2 Cunning: 2 Willpower: 1 Presence: 2

Brawl: YYGG

Melee: YGGG

Range (Lt): YYG

Range (Hvy): YGG

Cool: YY

Perception: YG

Streetwise: YG

Survival (Tracking): YYG

Vigilance: GG

Blaster Pistol “CSA Pacification Pistol.”

Dmg: 6 Crit: 3 Range: Medium Stun Dmg Only. Disorient 5 (rounds)

Stun Truncheon “Electro Rod”

Dmg: 6 Crit: 5 Range: Engaged Disorient 2 (rounds) & Additional Stun (4 dmg).

Combat Vibro Knife “Tiss’Sharl ‘Kiss’”

Dmg: 5 Crit: 2 Range: Engaged Pierce 2 Vicious 2 (w/ serrated edge).

Mandelorian Soldier of Fortune. (Nemesis)

The CSA hires a handful of Mandelorian Soldiers to handle “special” situations. Nominally when the Mando’s arrive, the situation rights itself out on reputation alone. But they aren’t here just for ‘looks.’

They don’t use CSA weaponry. By the time the Mando’s are called, stunning the subject is no longer on the table.

Soak: 6 (Cortosis) Wounds: 18 Strain: 16 Defense: 2/2

Brawn: 4 Agility: 4 Intellect: 2 Cunning: 3 Willpower: 4 Presence: 4

Brawl: YYGG

Melee: YYGG

Range (Lt): YYGG

Range (Hvy): YYYG

Cool: YYGG

Perception: YYG

Pilot (Planet): YYYG

Pilot (Space): YYGG

Streetwise: GGG

Survival (Tracking): YYG

Vigilance: YYGG

Jet Pack.

Heavy Blaster Pistol with BAM (max) YYGG

Dmg: 9 Crit: 3 Range: Medium Stun Setting, Pierce 2.

Lt Repeating Blaster w/ Augmentation Spin Barrel YYYGB

Dmg: 13 Crit: 3 Range: Long Accurate 1, Auto-Fire, Cumbersome 4, Pierce 2

Bola/Net YYGG

Dmg: 2 Crit: – Range: Short Ensnare 3, Knockdown, Limited Ammo 1.

Micro Missile Launcher (2) (Stun Rockets)

Dmg: 8 Crit: – Range: Short Disorient 3, Blast Stun Dmg: 12, Persistent Blast (Gaseous) 5 Turns. (Limited Ammo. 1 each).