The Charge of the SEMC Part Three+
While Kit believes he has interrupted the cascading self destruction of the ship's computer systems his squad presses on dropping through the open hatch to the main deck.
As they do Ink immediately calls “All units - we got squirters from the Saxon”. She then takes a spread of AP sabots to the chest plate of her armour which has no effect other than to elicit a bout of return autofire and Collace invective "You fekkin' canute!" Ink then urgently screams "Hardshell! Hardshell armour!" Kit hears Route One bellow "AT AT!" and Nuts scream "Fekkin' 'ave it you fekkin' fekker!" as he cuts loose with his PGMP. Moving up to the fight Kit is scoured by super heated backblast but fortunately his armour shrugs it off. He hears a plasma bolt whang off what must be a deckplate or bulkhead and then Nuts exults "Run, Impie! Run!" The squad push on in pursuit, driving their now fleeing opponents down through the lower cargo hold and out of the ship. Route One crows "Imperial Marines - hah! SEMC any day!" Nuts enquires slyly " 'Ere, Inky, are yer frups alwright?" Clearly relieved she replies "Yeh, cheers" then defensively retorts "Fek off - yer nonce blimper!"
Kit follows up herding the compliant prisoners (who are helpfully carrying their sparko mate). He follows in the wake of a brutal firefight. In the upper cargo bay a discarded LAW tube and plasma burns on the cargo deck below show SEMC pressed hard and played to win. A corpse in high tech combat armour with most of the top quadrant of the body destroyed by a LAW strike is all that remains of the enemy rear guard / stay behind party.
Kit immediately recognises the armour as Imperial Marine standard shipboard issue combat armour. The trooper's longarm and power pack are clearly the remnants of an Imperial issue TL13 Laser Carbine. He also recognises the 4mm gauss needles stuck in Ink's breastplate. In the upper cargo bay Kit sees what the Imperium(?) defended/bought time to achieve. Connected to the rest of the trader by umbilicals is what looks to be a discrete command centre capable of supporting at least a small squadron. (Occupies the same template [5x2 squares] as the cargo lift on your map but occupying the space where the lettering "Cargo Lift" is). Kit sees a command console, recognises a couple of sensor operator stations and comms consoles together with what could be a high end computer and a battle computer linked to a holo projector display. All the gear is TL14 standard but so are the thermal demolition grenades which are already doing their work and reducing anything with a potential electronic memory (or functionality) to molten slag. Again his combat armour protects him and the team from the heat and fumes.
Kit and his team are now wholly in undisputed possession of the trader(?) Saxon.
(OOC:
Saxon Rifleman (retiring -2, autofire +3, skill +2): 2d6 + 3: (4 + 2) + 3 = 9 Hit
Location: 1d8: 3 = 3 Chest
Effect: 2d6 − 3: (1 + 1) − 3 = –1 No Effect
Saxon Laser Wpn (Laser retiring -2, skill +2): 2d6: (4 + 3) = 7 Miss!
Ink (moved and fired -2, skill +2, auto +2 so net +2): 2d6 + 2: (1 + 5) + 2 = 8 Hit
Effect: 2d6 + 6 − 18: (5 + 4) + 6 − 18 = –3 No Effect
Route One (moved and fired -2): 2d6: (5 + 6) - 2 = 9 Hit with LAW
Location: 1d8: 2 = 2 Right Arm
Effect: Pen 36-18= KIAll over the Battlefield
Nuts (moved and fired -2, skill 2): 2d6: (3 + 1) = 4 Miss).