Another Day at Camp: Vehicle Garage

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The Vehicle Bay

The vehicle bay is a pair of hangers surrounded by a 15 meter tall fence on three sides crowned by barbed mesh wire. The fourth side is the main building. The fence gate is electronically shut(level 5 electronics check to override). It is a level 2 infiltrate check to cut the fence and sneak in(If they have the appropriate gear to cut the fence like wire cutters), or a level 6 check to sneak in through the gate. The main entrance is locked by a level 4 mechanical lock and is rigged with a M-95 grenade(either a level 5 intuition or a level 3 infiltrate/detect security check to discover) The grenade detonates if not disarmed with a level 3 demolition check and the resulting explosion destroys the door and the office. The character opening the door takes one-half fragment hits and double concussion spread evenly.

BM's Note: The office, if the grenade goes off, has nothing of value and is thoroughly destroyed, 3 rebels also kneel, having run from the garage area to the office at the sound of the disturbance and using the smoke to conceal their movements(hearing and vision checks are at a -40 to detect the rebels movement), ready to shoot at the characters as they come in.(one free round of action for the rebels)

If the grenade does not go off, then the office has various records inside a deep red mahogany desk. A computer sits on top of it and on a board next to the door is the current manifest of vehicles, unsigned. A level 4 defeat computer or level 6 bypass hacks the password and gains access to the system. Once in it is a level 3 operations(G.S.) check to find the manifest log and another level 6 check to change any relevant information for each item(i.e. it is no longer listed on the manifest) and make it look authentic. It is a level 5 check to permanently assign a vehicle to the group and a level 7 to assign one to an individual(the checks just mean to successfully do it without suspicion).

The rebels are automatically surprised if characters go through the office and the trap does not go off. (1 round free action.) If the characters go through the fence then each character must roll stealth(level 4) or infiltrate(level 3) to surprise and gain the surprise advantage. Cover from vehicles is 50% for all sides except if the characters enter from the front, then teh rebels don't have cover while the players can get 25% cover from the walls of the main building. Entering vehicles is possible, to do so the player or rebel must take 2 rounds of full actions. One rebel will head to a combat skimmer and operate the turret which does 4d6 damage per shot and will target the largest/most threatening character first. If the characters decide to take the vehicle garage first then the truck crew will be here transferring a load into another vehicle and in addition to the normal vehicle bay guards there will be the additional five from the truck plus two drivers for the transport skimmer.

If the armory was retaken first but the truck didn't show up then the truck will arrive at the vehicle garage 3 minutes after the players, aware something is wrong and will warn the guards here, spoiling any surprise attempts by the players. If the truck was there the players can use it to drive here and gain easy access and surprise.


Next: Another Day at Camp: Armory

Next: Another Day at Camp: Headquarters

Prev: Another Day at Camp: The Last Week


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