Cards. Drinks. Chat. Living the good life. What could possibly go wrong?
Nice rooms; nice defenses. Options abound. So do the challenges.
The "I"'s are crossed and the "T"'s are dotted. Plans are locked, and CMDR Shepard has grenades. The party just might be getting started.
I'm sure that it's normal to have this happen, right? This happens all the time, yes?
So, the plan is to take a vacation at a Corporate Spa / Training Facility
So a tinfoiled drone, a hacker, and a gang-banger decide to NOE and spy into a secure corporate facility
Retirement home? What retirement home?
Time to start digging in. The president of Hati. How bad could it be?
We're there yet. What the hell is there?
The shooting stops, the open road goes quiet, and Trashtown is a bit closer. But now what?
This is either going to be Stan & Trigger's greatest moments ... or last.
The highway battle is brutal, fast, and furious. Wrecks litter the road, and the worst isn't over yet. Stan and May have a convertible; that's planned, right?
The Crew are on the road, sent out of Alpine City while Ms.Glass figures out what she can do to sort out the mess Trigger and company are in. They're riding with a Shadow Nation long-haul driver known as Brotha Trukkah. They're 4 hours out of the Big City, hammer down, 120 north bound ... with headlights in the rearview mirror.
Time to hit the road. 10 hours to go, and 8 hours to get there.
"Brutha Trukkah" is waiting to take all the characters to the promised land.
Some times, you have to call in the Company for support. Keep in mind, nothing is free, and all bills must be paid.
A cryptic message over the sound system. Rods from God. Time to dig a hole in shipyard and figure out what's going on.
What could be better than a night at new club, making new frenemies?
People framed. Bombs boomed. Vans fixed. Debts due.
What's in the box, bitch? And where does this electric rabbit hole lead?
Time for a War Party
There was an earth-shattering ka-boom ... ... after the cops have arrived ... But it's all ok. CMDR_Shepherd gets to start the van.
Thank goodness the police have arrived. I'm sure that will make it better, right?
Things have gone from bad to worse ... the explosives don't work, so the "evidence" against the Crew isn't buried and burned. So now what?
The shooting is almost over, the escape is almost starting ... but this is just the beginning
It's a set up. Dead bodies of the floor, murder drones in the air, and chip-tune Ride of the Valkriyes on the cellphones ... new objective: survive.
They've made it into the warehouse. I wonder what's in there.
It all starts with a phone call
Leg work is done, fans have been met, vans have been stolen, plans have been made About time to make a building fly
Crater-makers have been picked up, and leg-work has begun. The eye is on the prize, and plans move ahead.
The dead-drop location has enough explosives to make it a mass-dead-drop if the team doesn't pick up that package quickly
Some time after the last time, and things have moved on. As always, it's Club Hole In the Wall. As always, there is a call in the Back Room
Almost out of the sudden chaos, and Trigger decides to cast "murder" on a witness.
Things are going from sad to worse; at least the infiltration team is on the right floor, though. And undetected. They are undetected, right? Right?
An angry mob, a sub-grid-wide black-out, a van that won't start, and an infiltration team that's taking it's time. What could go wrong?
They're in ... or so they think
The police arrive and have questions about the city workers on a Saturday
Planning and leg-work may conclude, and action may begin