Turn 2: The Gangs of Lamiria Report in Five Parsecs From Home | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Turn 2: The Gangs of Lamiria

General Summary

"Captain."

"Go ahead, Radley."

"We have interlopers."

"Repeat?"

"Interlopers. Four... no, six Enforcers. They look like they mean business."

Maggie wipes her face with her hand. This wasn't even supposed to be a mission. This was a surveyllance trip. Go to the settlement, attach a sapper to the comm tower, bugger off. Some extra hours on the gang case.

"Oh, shit," Radley again.

"What?" Iyanna said in a cautious parental tone.

"Uhh, oh, the line's open. I... recognize one of them. The lead one."

"Recognize how?" Iyanna said sternly.

"From town."

Maggie clicks off her comm, "Date?"

Iyanna looks at her and nods.

"The hell did you tell her Radley!?"

"Nothing! I didn't... oh dammit. My comm."

"Oh for fuck's sake."

"New plan," Maggie says, "Plant the bug while having a shootout with the Enforcers."

 

Shootout

"I'll go for the transmitter. Give me the sapper," Iyanna holds out her hand sternly.

Maggie hesitates, "Are you sure? You and technology aren't the best of friends..."

"If someone's going off on their own it's gonna be me. Hand it over," her tone brooked no argument.

"Fine. Here," Maggie hands her the small box, "Call Two when you're setting it up. It needs to work."

Iyanna takes off, hopping a wall and fighting through some bushes towards the ruined building which contained the gang's stolen transmitter.

Maggie activates her comm, "Billie, Val, get here when you can."

Billie calls back, "We're already on our way Captain, we should be coming in on your left momentarily."

Val, who has been building rapport well within the crew replies, "We turned around as soon as Radley called. We figured he'd gotten us in trouble."

"Hey... I could have just spotted the gang..."

"Unlikely," Maggie replies, "She's got your number."

Maggie nods at Yevesa and they move up through the barricades and plaster themselves against the back of one of the container houses. A crack from Radley's rifle and a returned rapport from the enemy happen in quick succession.

"Countersniper," Radley reports, his voice a monotone of concentration, "I think I outrange him. I'll focus on the leader."

"We're going to start a tussle in the center of town, you've got us covered?" Maggie calls.

"Yes, boss."

"Two coming up on your left flank, we'll try to pin them," Val says.

"Copy."

Maggie breaks cover and Yevesa comes up around the corner. A couple rounds bounce harmlessly around her, Maggie levels her rifle in their direction to see a cloaked man aiming a too-long rifle. She drops him with a well-clustered group of rounds.

"Radley, looks like your countersniper thought the same thing. Looks like he was about to pop up closer and at your flank. I got him."

Another two cracks of Radley's rifle in quick succession.

"Leader down," he reports.

Maggie and Yevesa fire a few rounds at the leader's partner, forcing him out of cover, making him easy prey for Radley. The man spins as he falls, hitting the wall and falling still.

Shots from a few weapons chatter on the other side of the shipping containers that served as the gang's armory. The Captain and her second line themselves up to take down the Enforcers as they pass. Distracted as they were from the suppressive fire Billie and Val were laying down they didn't suspect the crossfire. One went down hard to Yevesa's strange weapon, the other was winged by Maggie and took off into the woods.

Things were quiet for a moment before Radley spoke up, "Looks clear."

"Looks clear from here, too. Bug linked," Iyanna calls.

"Let's see who we're dealing with," Maggie says, "Everyone except Radley, to me. Radley, you stay somewhere you can warn us if the gang's headed back. Yevesa and I will investigate the cops. Iyanna, Billie, and Val: see what you can dig up about our friends before we get the hell out of here."

A chorus of "Copy, Captain," followed.

They gather around the downed leader. She's better equipped and better put-together than her partner, who is one of the local schlubs. Backwater world muscle hired by the local governmental office to be the offical thug, keeping the unoffical thugs in line. They pick through her body and find that she's still breathing. Unfortunate, but probably for rthe better. Her badge identifies her as a Detective-Inquisitor Naomi Axtell, the multi-planetary organization responsible for bringing in a higher class of criminal.

"Fuck," Yevesa says, her ears going back before swiveling all around.

"Finish up, Captain. Seems like backup is close."

The speed of Maggie's patdown doubles. She doesn't find much. She pulls one of the med injectors and her manacles from Detective Axtell's webbing.

The Detective, manacled and pinned, inhales in shock, "What the fuck!" she says, her voice breathy

"Hello, Detective," Maggie says, "I've only got a moment before more of your goons show up, so I'll be brief. Consider this a courtesy: next time you come gunning for us withtout cause I won't be so kind as to let you continue breathing. If you have a legitimate disagreement with me or my crew: do it right, don't try a gangland assassination."

The woman looks up with bleary eyes at Maggie, "This is legally sanctioned-" she slurs.

"I doubt that," Maggie pulls Axtell's comm from her belt, "I'm keeping this. You're not bleeding too badly, and the injection should keep you from dying before your backup finds you."

 

Aftermath

Back in the privacy of the Wyvern's mess the crew gathered. Maggie stood over her crew, her arms folded tightly across her chest and her brow deeply furrowed. No one spoke.

"What the hell happened back there? We're legit. We have been for months. Why are the Enforcers shooting at us?"

Radley, looking for any excuse to make this somehow not his fault says, "Yeah! How am I supposed to know-"

"Shut up, Radley," Iyanna cuts in giving him a desperate look.

"Who was that? Obviously she wasn't after Radley or Iyanna - the Inquisition only follows serious criminals, no offense, and if she wanted Radley she would have just grabbed him by his swinging dick and saved us all some ammo."

The silence around the table is palpable. It takes a moment before Two shifts in his seat.

"Something to say?"

"Are we not entitled to our privacy, Captain?" Two replies. Everyone turns to look at the Engineer.

"Not when it gets me shot at, Two. So I'll ask you again: do you have something to say?"

"Detective-Inquisitor Axtell is after me," Two confesses neutrally, "She is investigating alleged crimes against the Empire. And as an ex-convict I am being pursued at a higher level."

There is a moment of stunned silence before Billie speaks up, sounding scandalized "You knew about this?"

"Yes," Two said levelly.

"How long?" they asked.

"Since she was put on the task force. Six years? Five? I have lost track."

"And you didn't think it was relevant to let us know we had a warrant out on us?"

"Just me," Two said, "Not you."

"No, not us. Not your crew. Of course not!" Iyanna said

"Guilt by associattion is illegal in the Empire," Two says, still not rising to match the crew's level of frustration and anger.

"Don't," Maggie said to the crew ready to jump down his throat, "Two, go cool off. Do some soul searching and come back ready to tell us about anything else. If this kind of thing happens agian you're out. Not because we don't want you here, but because we won't be able to trust you if we get shot over something we didn't know again."

Two stood up without a word and left.

"You're just gonna-"

"Yes, Radley, I am going to let him go."

 

World Steps

  • Upkeep is paid from the ship's coffers: 3 Cr
  • No repairs or medical care is needed.
  • Current debt: 30
  • 1 Cr in interest gained
  • 2 Cr paid
  • New total: 29 Cr.

Crew Tasks

Patron jobs still on offer

  • Sector Government
  • +1 Cr Danger Pay
  • Dangerous Job (+1 Opponent)
  • Full Squad (must have 6 available crew)
  • Can be completed this or the following 1 Turn
  • Bitter Struggle; Shiny Bits; Eliminate.
  • Criminal Elements - 8 Gangers; No Unique Individuals; Handguns & Hunting Rifles.

New Crew Tasks

  • Maggie Galer & Billie Pedley: Trade
  • 27: Luxury Trinket
  • 24: Worthless Trinket. Worthless? Roll 1d6. On a 6 earn +1 Story Point.
  • 68: Hot Tip. +1 Quest Rumor.
  • Choosing Hot Tip
  • 35: Gun Upgrade Kit. Receive your choice of Laser Sight, Bipod, or Beam Light. Choosing Bipod.
  • Radley Thoburn & Iyanna Prest: Explore
  • 4: Meet a Patron.
  • You are offered a Patron job.
  • Patron: 6, Wealthy Individual
  • Danger Pay: 9, +3 Cr
  • Time Frame: 1, This campaign turn. Story point reroll: 8, This or the next 2 campaign turns.
  • Benefits: 7, Yes. 9, Persistent
  • Hazards: 9, Yes. 8, Private Transport
  • Conditions: 2, No.
  • 7, reroll for 33: Got yourself noticed.
  • If you have Rivals, select one at random. You will have to fight them this campaign turn.
  • One rival. Detective-Inquisitor Naomi Axtell, following Two-Shaper
  • Val-reid & Yevesa: Train
  • 1XP added to Val and Yevesa's game details.
  • Two-Shaper & 54-RK B00k-R - "Sark": Repair
  • Two repairing the Combat Armor. D6 roll: 5 +1 (Savvy), +1 (Engineer) = 7, Repaired!
  • Sark repairing the Sonic Emitter. D6 roll: 6 +2 (Savvy) = 8, Repaired!

Determine Patrons

Iyanna met a new patron while Exploring. Details above.

Items Equipped

Maggie Galer Yevesa Iyanna Prest Radley Thoburn Billie Pedley Two-Shaper 54-RK B00k-R - "Sark" Val-reid

Resolve Rumors

  • Number of Rumors: 3
  • D6 Roll: 2
  • Quest recieved!

Choose Your Battle

Detective-Inquisitor Axtell has spotted Radley Thoburn, who is a known associate of Two-Shaper. We have a Rival battle incoming, regardless of private transport from our wealthty benefactor.

Tabletop Battle - Rival Battle

Deployment Conditions

  • 46 - Delayed: Two crew members won't make it to the battle on time and won't start at the table. At the beginning of each round roll a D6, if the result is equal to or lower than the round number they may be placed at any point of your battlefield edge.
  • Billie Pedley & Val-reid delayed.
  • 57 - Shiny bits: Gain 1 Cr - set up 10" from center.

Mission Conditions

2 - Brought Friends

Add an additional enemy.

Opponent

Rival Battle: Hired Muscle, Enforcers

  • Numbers - Die results: 1, 3. +2 for Cop Killer, +1 for Brought Friends. Six opponents.
  • Including one Specialist
  • Including one Lieutenant
  • Carries a Blade
  • Increase Combat Skill by +1
  • No Unique Individual (result: 8)
Enforcer Game Details
While the term usually refers to Unity law enforcement, in Fringe Space it tends to mean any organized troops keeping the peace.
Paid Professionals: -1 To Seize the Initiative
Special - Cop Killer: If you ever fight Enforcers as Rivals, +2 to their Numbers
Numbers
+0
Panic
1-2
Speed
4"
Combat Skill
+1
Toughness
4
AI
T - Tactical
Weapons: 2 - 3, Military Rifle; A - 4, Clingfire Pistol

Pre-Battle

Terrain

Using some 3D printed container buildings, some destroyed buildings and shipping containers from WH40k, a set of destroyed buildings from AoS, along with some flock trees and Monster Scenery trees, bushes, and rocks.

Adding some (D6+1 = 6) trees to represent the Overgrown characteristic.

Equipment

  • Snooper Bot: Crew will ignore the -1 penalty to Seize the Initiative. Roll for mishap: 4 - bot returns without incident.
  • Scanner Bot: Crew will add +1 to Seize the Initiative
 

Battle Report

Seize the initiative roll: 2d6, 7 +2 Sark's Savvy, +1 for Outnumbered, +1 for Scanner Bot. 11, Initiative Seized!
The Crew managed to seize the initiative, giving them an early move, but a heavily-terrained battlefield meant only Radley could get off a shot, which missed
   

Round 1

Delayed Crew: 3. No new fighters.

Iyanna makes a break for the comms unit to complete the mission before the crew makes a fighting retreat. The last thing they want is to get caught in the Gang's town with the Enforcers.

Maggie & Yevesa move up and prepare for a shootout in the middle of the settlement while Enforcers flank on either side.

Radley takes a shot at the lead Enforcer - cut the head from the snake - but fails to land a deadly shot.

 

Round 2

Delayed Crew: 2. Billie & Val show up!

Billie and Val, hearing thier crewmates preparing to fight they take off to assist! They immediately move into position to take advantage of the long killzone created by the shipping containers and settlement, unbeknownst to the enforcers therein. They lie in wait and open fire when the Enforcers move into range. One of the cops takes a hit in the vest.

Radley, frustrated by his initial failure lands a brilliant shot on the lead Enforcer, downing her before she can reach the cover of the barricade. Moving as Radley fires, Maggie & Yevesa take up positions and discover that the counter sniper had moved up. Maggie opens fire and brings the man down in a hail of bullets. Yevesa's needle rifle spits, but lands no decisive hits against the Detective-Inquisitor's partner.

Iyanna scales a tree, and prepares for a daring jump to the second-floor ruin where the gang has set up their transmitter...

Beleaguered though the Enforcers are (having had their own trap sprung against them), the crew can hear a few other Enforcers beating the bushes behind this primary crew - and the Sharpshooter's partner breaks from the fight to find them. Now's not the time to get cocky.

  • Battle Event for Round 2 - 50: Possible Reinforcements
  • Place 3 markers evenly spaced along the Opponent's battlefield edge. At the start of the Enemy Actions phase next round select a random marker and roll 1d6. On a 5-6 a new basic enemy figure is placed on the marker, otherwise it is removed. Roll for one marker per round until they are all gone. If a crew member moves within 3" of a marker, it is removed instantly.

Round 3

Possible Reinforcements: 2, no canvassing Enforcers make it to the fight this round.

Radley hauls on the bolt action and readies another shot before the Detective's partner can steady himself from Yevesa's needles and plugs him in the chest, knocking him back against the house and unconscious.

Capitalizing on the opening, Yevesa and Maggie rush across the open ground to be ready for the flankers. Their focus on Billie and Val, they don't even notice that they themselves walked into a trap. Yevesa brings hers down, but the cannier of the two dives behind the containers before Maggie can finish them off.

Iyanna makes her jump and places the comm sapper on the tower with Two's dry sarcasm ringing in her ear.

Wounded and alone, the final Enforcer makes a brake for the treeline, seeking refuge among his fellows.

The Wyvern Holds the Field!

Post-Battle

  1. Resolve Rival Status
    • Does Detective-Inquisitor Axtell die? D6 roll: 1, No.
  2. Resolve Patron Status
    • Rival mission, not a Patron mission.
  3. Determine Quest Progress
    • Mission was not part of a Quest.
  4. Get Paid
    • 3 Cr gained in additional hours on the Gang job
    • +1 for Shiny Bits
  5. Battlefield Finds
    • Battlefield Finds D100 result: 83, Vital Info / Invasion Evidence.
    • Turn in this information to get a Corporate Patron automatically on this world. If the enemy is an Invasion Threat you instead find Invasion Evidence (not an invasion threat if so, earn +1 Cr and addd +1 when checking for Invasion in the next step.
  6. Check for Invasion!
    • Enemy is not an Invasion Threat.
  7. Gather the Loot
    • Loot 1d100 result: 78, Odds and Ends
    • Odds and Ends Subtable result: 27, Consumables (2 uses)
    • Consumables Subtable resultt: 33, Kiranin Crystals
  8. Determine Injuries & Recovery
    • No crew injuries.
    • Det-Inq Axtell's injury: 55, Minor Injuries, no long-term effect.
  9. Experience & Character Upgrades
  10. Invest in Advanced Training
    • No Advanced Training this turn.
  11. Purchase Items
    • No purchases this turn.
  12. Roll for a Campaign Event
    • Campaign Event Table 1d100 result: 36, You've managed to settle some old business. Remove 1 Rival of your choice. If you have no Rivals your captain gains 1XP.
    • Honestly it doesn't make sense to remove a rival. We didn't kill her and the law wouldn't give up that easily. I'm going to give Maggie the XP.
  13. Roll for a Character Event
    • Random character D6 result removing Yevesa & Sark: 4, Two-Shaper
    • Character Event Table 1d100 result: 18, You argue with the rest of the crew. During the next campaign turn, the crew member refuses to do any taskss but will participate in battle normally.
  14. Check for Galactic War Progress
    • No planets previously invaded by Unity, no roll.

Rewards Granted

  • 1 Bipod
  • 1 Quest Rumor
  • 1 Wealthy Individual Patron
  • 4 Cr
  • 3 Cr Base pay
  • +1 for Shiny Bits
  • 2 Kiranin Crystals
  • 1 Corporate Patron

Character(s) interacted with

  • Detective-Inquisitor Naomi Axtetll
  • Carmen Patton, Wealthy Patron
  • River Reeve, Minescorp Corporate Contact

Comments

Please Login in order to comment!