When
Each PC that is freed can immediately move to rescue the PCs still held in their holding cabin. A character that still has a buddy needs to roll an Average AGL + Covert to completely surprise their escort. An AGL + Unarmed Combat roll will successfully sandbag their tag-a-long as long as they roll anything but a Botch. On a Botch, the rebel gets the drop on them and will require that PC come up with an alternate means of getting free. Coupled with escaped PCs, ex-Neo-Browncoat characters help free rest of crew, but not before the ship lifts as a sacrifice under control of a set of insanely loyal Neo-Browncoats.
A total of nine Neo-Browncoats are in control of the ship, four are in the airlock to manually launch missiles, two are in the engine room, and three are on the bridge (two-pilots and an EW operator). The rebels on the bridge and in the engine room have side arms, while the four in the airlock are unarmed. All are fanatically loyal to the cause and will have to be subdued as they will not surrender.
Once gaining control of the ship, the first thing they
discover when they reach the bridge, is that they are one of a half a dozen
ships that were selected to make the “gallant sacrifice for the glorious cause”
and blast a path for the VIP escape. The six ships are in close formation and
launching missiles as fast as the deckhands can manually throw them out the
airlocks. If the fight to gain control of the bridge lasted more than three
rounds, the comm is screaming at them for breaking
formation. An Average INT + Computer Operations roll, will detect a formation
of ten Neo-Browncoat ships behind the breakthrough group and firing rapidly.
The sensor sweep will also detect the
The exchange of fire is extremely intense the pilot will have to make a series of rolls to avoid being hit. The first two rolls are Formidable AGL + Piloting + ship’s AGL, the next two are Heroic, and the last one is 23 level. Each roll accounts for one minute (6 rounds) of combat. Until stopped, the rebels in the airlock will continue to launch missiles at maximum fire rate. The ship has sixteen missiles racked and can launch two per turn. If the PCs close the airlock, they can automatically prevent the Neo-Browncoats from launching any more missiles.
A Hard INT + Knowledge roll will figure that the easiest way
to crush the rebellion, get even for being forced into what was essentially
slave labor, and to get the Alliance off their back due to their apparent
support of the rebels would be to eliminate the leadership of the
Neo-Browncoats. This has the advantage of also taking them away from the
thickest of the
As the rebel deckhands are being dealt with, the rest of the crew can be donning vacc suits. As soon as the airlock is cleared of rebels, the PCs can take over. Each missile requires a Hard STR + Athletics roll to move single-handedly or an Average roll to do in tandem. Each missile will require an Average INT + Electronic Engineering roll to program. By the time the PCs gain control of the airlock, there will be ten missiles left. If the INT + Electronic Engineering roll is made with a 2-step penalty, the missile will not require to be manhandled to launch and a salvo of all ten missiles can be fired at once. This devastating
Time starts with Montag’s message to rebel PCs and they makes their move three rounds later. The PCs have five minutes from the point the ship lifts until they break atmo and one more minute after that before the shooting starts. Once the crew either fires or Hard Burns out of the fight, their captivity is over. However, there will be consequences for their decisions regardless of the course of action they choose.
Hard Burning out of the fight without destroying the Neo-Browncoat leadership will result in the rebel leaders escaping. The back of the rebellion is broken, but enough troops and equipment survive to keep a low intensity guerilla war going for many months on the Rim. The defeat was big enough that recruitment drops off precipitously and they remain a fringe element, not unlike the Reavers. The PCs all gain a Deadly Enemy in the form of all Neo-Browncoats, plus the ship and crew are tagged as rebel sympathizers. This is a Major Branded and will make all travel to the Core impossible as well as making the entire crew fugitives. If they turn themselves in, and stand trial, there will be enough evidence to clear them of treason, but they will spend everything they own on their defense and gain a Minor Branded as criminals with all law abiding citizens.
Destroying the Neo-Browncoat flagship and leadership breaks
the back of the rebellion. The loss of Taylor-Leigh and Montag causes the
personal relationships and commitments to unravel and the rapid end of all
resistance and fighting. No guerilla warfare starts and the Rim returns to its
normal neglected by the
Regardless, the crew has survived season two and when the ship lifts into the Black, the scene fades to black.