FULL
HELM
BATTERY: NEAR FULL
That’s the stuff, baby ,
you think as you fly about the dock. Then, you find the last item that you will
need: a giant fireproof net to keep your supplies in. You grab the thing as you
fly by, open it up, and hold it near the hallway door. You steady it as best
you can in space, then gently fly to the door control
panel. You manually crank the thing open all the way and your supplies come
flying out, crashing into the net all helter skelter -like.
You fly about and gather the loose items, tossing them in the net. You mind is
on fire, white-hot, burning with the insane intent of the thing you are about to attempt, the journey you have worked so hard
just to begin.
As the full net pushes out of the ruined dock and
into space, you look ahead. You see dozens of small deconstructor robots
walking along the ceiling, pincers biting silently. They ignore you. You look
back at the station - and at the window of the dock command station, your light
shines on the manager, pounding on the glass and screaming his head off. You
see tears streaming down his face. He picks up a large rifle. He is glaring at
you, furious.
If your Charisma is 3 or more, turn to
section 191 .
If your stat is not that high, but you have the Jetpack Skill , turn to section 189 .
If your stat is not that high, and you do not have
that Skill, turn to section 560 .
48
You remove the canisters from the dead fuel lines.
Just as you are finishing up, the door to the hall grinds open loudly. You are
blinded by a light and you realize someone has pushed through manually. You
whirl about and see light glinting off a long rifle and a dark figure in the
hall. Before you can fully react, there is a sharp crack from the rifle, you
feel a hammerfall slam against your side and you spin
backwards, crashing into a control panel. Disoriented, you are sure the next
blast will be a killing blow - but you hear the unmistakable squeal of the
manager as he kicks off and floats away from the door and back down the
darkened hallway.
You lose 3 Blood from the assault, but you
may subtract your Dexterity score from this amount. Also, because several
of your ribs may have been fractured or broken, you temporarily lose 3
Strength points, although you may also subtract your Dexterity score
from this amount of damage. If your Strength has dropped below zero, it remains
at zero, but you must subtract the remainder from your Blood score. Note, also,
that your space suit has been damaged ; if you have anything to fix such
damage, you must use it now. If you do not have any items that can do the job,
you will have to find some before you leave the station.
If you survived the attack, you check your wounds
and find that the rifle bullet merely grazed your side, tearing flesh and
scraping bone. You consider yourself lucky and vow to pay the prick manager
back the next time you see him.
Turn to section 431 .
49
You must now compute an abstract number that will
determine the outcome of the battle. This number is your Ground Combat (or 1
G Combat) added to your Strength stat.
If this number is 4 or less, turn to section 175 .
If this number is 5 or more, turn to section 414 .
50
Thunder fills the room, deafens you, and you
instinctively shut your eyes. When you open them, you see the lawman flat on
the ground, his chest peppered with holes, his eyes still. The smiling
revolutionary stumbles backward, his face now pale and slack. He clutches a
spreading red spot on his chest, leans against the wall for a moment, then
falls forward, limp and heavy.
The scared revolutionary clutches his gun, eyes wide
with terror, completely immobilized. Then without so much as a glance at you,
he stalks out of the room, leaving you alone. You gain 1 XP for
surviving.
You search the bodies of the dead and find the
following gear, which you may take with you.
Krieger-Colt Pump-Action Shotgun
(Shotgun, bulk 3)
3 Shotgun Shells (1 bulk)
Enforcer Automatic