< Turn 17
If there’s one thing the crew of the Sisu has done on Vabenia E3, it’s make enemies. They’ve crossed everyone from local gangs to indigenous fishfolk, from cultists to corrupt unity grunts. So when Q’narr sought out mercenaries to attack the crew in retaliation for their raid of his stockpile, he found himself with no shortage of choices.
So when the crew returned from the comstat rig, cold, wet, and tired, they found the Rustwater Platoon waiting for them - armed to the teeth and ready to settle the score. Plasma blasts and shell guns sent the crew scrambling to cover, almost killing Shadowfang in the opening salvo.
Nisi and Dozer scrambled into the ship to begin the liftoff procedure while the others took up defensive positions. But it was John who finally spearheaded a counterattack, using the experimental displacer the crew scavenged earlier to teleport behind the grunts to disrupt their lines. The resulting confusing gave the crew the chance to press an attack, quickly overwhelming the guardsmen.
Unbeknownst to the crew Q’narr had also tipped off their location to the Diminutive Glade Mercs, who had plotted a delayed arrival to surprise the crew while they dealing with the Rustwater Platoon. However they grossly underestimated how quick the crew would deal with the unity grunts, and the mercs sudden appearance did them no favors as the crew quickly cut through their ranks, leaving only one surviving feral merc to flee.
Afterward the crew decided they had enough of Los Xenesh 5. Between knowing their actions at the comstat rig would eventually be traced back to them, and having made more than their fair share of enemies on the planet, the crew decided it was time to get while the getting was good.
Turn 19 >
