The session begins with a cutscene.
You’re a little stunned, your ears are still ringing from the numerous explosions and roar of automatic weapons in close quarters. You’re still holding your sidearm at your side, Becker’s across the room at the lavatory door, Summerville’s bruised and bloodied head in her lap. She’s stroking his hair idly, probably not even aware of what she’s doing, while collecting reports from across the ship.
“Faro, Strike Team, Report.”
Corbett is working furiously on Jack next to you, who is riddled with bullets and still bleeding from several places.
“Corporal Feeney, Strike Team, report.”
“Mitch. Doc, I have no idea if the ship’s secure yet, but I have four VIPs for your trauma suite and they are very, very impatient. Mitch.”
“Sergeant Chambers, report.”
“Goddammit Jack, stop fucking dying!” Corbet jams a button on a device he’s attached to Jack’s wrist and his whole body jolts slightly. “Vagabond!”
You finally snap out of it. “Stimson?”
“Ives has a trauma pack, just like this one,” he holds up Jack’s limp arm, “I need you to go check it, lift this cover, look at the second number, the one in green, if it’s below 100, hit the blue button. Got it?”
“Ives, green number under a hundred, blue button, got it.” You roll around the corner into the hall. Ten yards down there are still tiny smoking impact craters pitting the walls, and there’s blood…everywhere. Splatters of bone and gore on the wall behind the CIC hatch, streaks of blood across the floor from where the bodies were dragged. Stella and Geers, bleeding and broken on the floor, Private…Private…you can’t even recall his name….on the deck, the back half of his head missing.
Over the team radio channel you hear Gerst’s half-grumble/half-whisper, “Top, Willis has gone dark.”
You get to Stella and check the trauma pack on her wrist. The green number says 73, so you press the blue button and the number starts slowly climbing.
You watch as Gerst and Bramer move further down the hall – Bramer dragging one wounded leg behind him – and close in on the door to the enlisted lounge.
Time seems to slow to a crawl.
Corporal Willis…or rather…the body of Corporal Willis is flung out the door. Even at this distance you see every detail. His throat is slit so deeply his head is nearly severed…and every pin of every grenade on his vest is missing.
Bramer sees it too.
With a roar, he shoves past Gerst and vaults off his one good leg, tackling the corpse in the air. You see Blake drop over the top of Janks, and some long-forgotten instinct baked into your psyche by SLDF drill instructors surfaces and you throw yourself across Stella and Geers. Willis…and Bramer…explode with a series of literally deafening bangs.
With a shudder and a groan, you start to pull yourself upright, the only sound you can hear a high-pitched buzz. The end of the hall is a scene straight out of hell, covered in gore, you can’t even tell if Gerst was blown apart in the explosion or is simply buried under the mass. Out from the rec room strides one of the largest men you’ve ever seen, wearing a full suit of combat armor he must of raided from a locker on the ship, and carrying an M-41 in each massive hand.
Mitch snatches up Bertha from Stella’s side and fires a single shot, felling the massive Victor. Corbett rushes forward and finds Gerst alive, but in shock. Becker calls up the marines who had been guarding the primary reactor to escort Cottle and Millet from the sleeper bay. While they’re waiting, Faro calls in and informs the party that the intruder’s ship had vented into space, and she counted three bodies. Shortly thereafter, Chief Kim calls in and takes credit for the sabotage.
Cottle arrives and all of the wounded are transported to the medical center.
Over the course of the next five weeks, the following occurs:
- Becker orders the remainder of the crew roused, a process that takes the majority of the month. Nearly six hundred of the thousand sleepers do not survive.
- Faro takes the Coyote and a contingent of marines to the abandoned jump station to disable or destroy the emergency HyperPulse Generator located there. After the three week journey, they follow their orders and destroy the station when they find a ship docked there.
- The Agamemnon’s sensors, communication systems, and weapons are brought online. The ship’s transit drives require substantial additional effort to repair before they can be fired.
- The Thermopylae is made ready to fly.
- Using the Rusty Bitch over the source of several weeks, the Agamemnon’s stores of water and air are replenished.
- One member of the crew commits suicide during the height of the resuscitation failures.
- Jonah and Flannery McTavish are brought to the ship and given a tour. Becker negotiates with Jonah – who seemed to have been testing the virtues of the sleepers – for all of their surplus foodstuffs in exchange for the Dervish and Rusty Bitch and a promise to not attempt to recruit Bob, who is the settlement’s only trained pilot. The supplies provided should hold over the Agamemnon crew for nearly a year.