The PC's were doing a salvage/poaching run to Miranda, hoping to get ahold of some of the bullion reserves supposedly in a bank vault in a Reaver-infested town named "New Benedict". On their final approach, the "Little Hope" was ambushed by Reaver raider ships and struck an old Alliance mine while dodging fire. The "Little Hope" was damaged to the point of crash landing by Reaver fire aimed at the engines. The Reavers were likewise damaged by return fire from the "Little Hope", and at least one ship goes down with them. The PC's were aiming for the city of New Benedict, on the shores of Lake Benedict. It appears that the city has been nuked during the Blockade, and the rumor of the vault might prove to be a fool's errand. But the PC's have other things to worry about. They know there is or was an Alliance base near Lake Benedict, "Station Gonzalo" - on the way in, they see the mountain that the base is supposed to be on. Their ship is going down, so the pilot aims for the lake near the mountain.
DRAMATIC ROLLS
Piloting rolls can ease the gunnery for the shooters, and by making the crash landing smoother can also reduce the difficulty of escaping without injury, +1 for every raise on the Piloting roll to both Gunnery and the Agility rolls. The "Little Hope" has been damaged by an EMP beam, and the engines are failing. Crashing is inevitable, but the piloting roll will give the players some control.
Shooting rolls can reduce the number of Reavers that will eventually wind up pursuing the PC's to the surface of Miranda. The "Little Hope" has dorsal and ventral light autocannons installed last year, and two missiles left out of a rack of four. Gunners can destroy the two snub fighters, and damage the main pursuer.
On the way down, they will be able to see a complex in the distance. The ships crash into a large lake (Benedict Lake, per the charts), and the "Little Hope" will sink into the depths as it burns. The following NPC's don't make it:
Security Goon - Peter "Deadwood Pete" Musgrave, busted by Sheriff Dylan, reformed and became a friend of sorts.
Engineer's Mate, Cargo Goon - Lucas Nyugen, from Beaumonde; big guy, handy with tools and in a brawl.
Medical Goon - Oscar Deene, former Alliance Navy GMO. Lost commission due to drug habit, now dry.
DRAMATIC ROLLS
Everyone must make an Agility roll on impact - Failure is 2d6 damage, Success is 1d6 damage, and a Raise is no damage.
The PC's will have to escape the wreck, then make their way to a possible safe haven in the complex, an old Alliance base. There, they will discover their new spaceship. They will also have to fight off the Reavers who were drawn by the crash.
DRAMATIC ROLLS
Strength (-2) or Swimming to escape the burning wreck without suffering a wound, possibly grabbing some vital equipment on the way out.
Survival or Tracking to figure out the best way to get to the complex once on shore.
Once at the bunker complex, they will be followed by a pack of Reavers of unknown size. The bunker is largely empty and long abandoned, but there is a small micropile reactor still providing flea power. It will be possible to restore emergency lights and door locks, and minimal computer functioning.
The Bunker: Known only as "Station Gonzalo", this old Alliance patrol base first used to monitor Miranda, then during the war served as a distant outpost, and then finally was part of the Miranda Blockade, both implementation and monitoring, one of several such stations. It was responsible for monitoring and patrolling this region of the planet's settlements, and thus hosted a wing of ASREV's and one Patrol Cutter. Most of these ships were destroyed or pressed into service by Reavers, and what is left is just scrap. The ship left parked there was an Sihnon Union resupply ship that arrived in 2522, with the intention of stripping what evidence was left of Alliance involvement to cover the tracks of Alliance war criminals who are now high in the ranks on Sihnon. The crew was attacked by Reavers who damaged the ship in the hanger. lacking pilots or engineers, the local Reavers were unable to restore it to service. When the Reavers lost interest, they wandered off and the bunker has sat neglected for the last seven years. The right side doors are open partially, and so a variety of animals and plans have made their homes. Likewise, Reavers have come and gone over the years. The place is essentially a cave at this point, complete with a pack of Reavers.
Reaver
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Driving d6, Knowledge (one trade) d6, Notice d6, Shooting d4
Cha: +0; Pace: 6; Parry: 5; Toughness: 7
Hindrances: Mean
Edges: Berserk (Parry -2, +2 other hitting stuff), Fearless, Reaver (+2 toughness, +2 to Shaken) Hard to Kill (Vigor Rolls, no wpen)
Attacks - Claws and Teeth (d6),
Axe (2d6),
Throwing Blades 3/6/12 (d4+d6),
Shotgun (5/10/20, 1-3d6
Level 1 - This floor shows signs of a sharp firefight near the entrance, with broken bolts, blades, shell casings, and grenade damage. There are also a few odd bones here and there. Most of the usable equipment has been stripped from this level, but the Ops Center will allow any functioning systems to be brought online. Most of the TOC memory has been wiped, but the hardware is intact, and may, in fact, be used to salvage the freighter in bay 2. Other rooms are filled with old furniture and ruined personal items of little value. Any room that is open may (1 on 1d6) have a Basic Reaver in it, usually picking at equipment or sleeping under a pile of debris - a sad loner on the outs with the pack.
Once power is restored, the inner blast doors can be lowered, and Reavers will not be getting in for a while. Failing that, a missile warhead can be used to bring the entry tunnel down, eliminating the threat from that way.
The front door to the locked armory for base security has been boobytrapped with simple crossbow traps (Agility Roll -2 to avoid being hit for 2d6 damage) by Reavers. The locked inner armory has been picked over, but there are still four SMG/carbines and a LOT of ammunition, as well as two boxed up suits of Alliance combat armor and a Hand Flamer with no ammunition. The lock will require a Raise to open with Lockpicking if the power is not yet online, a mere success if it is.
Area 6-8 are the physical plant, control room, and reactor respectively. The reactor is about twenty years old, and still salvageable. The control room has been booby-trapped, though. Sitting in the console chair will trigger a shotgun trap under the desk - Notice -2 to find the trap if looking not actually for it, 3d6 damage to the torso.
Level 2 - The second floor down is in much the same shape as the first floor, though not as exposed to the elements. A small pack of "Basic Reavers", mundane citizens of Miranda, have made themselves at home in the barracks. They have been here for a short while, eating the stored food and setting fires. As a result, the level reeks of humans and smoke. The entire level is littered with rubbish, waste, bones, and rats. Any noise will draw an immediate response from 1d4+2 Basic Reavers who will come rushing in within moments to attack wildly.
The locked armory for the ship's troops here appears to have been the site of some sort of last stand. The entire front room is charred as though incendiary weapons were used, complete with a half-dozen Reaver skeletons. The middle room is filled with bits of grue, shell casings, bolts, blades, and fire damage. It looks like after the fire weapon was used, the Reavers pushed the defenders back from here. The final room is locked closed and sealed from within, requiring two raises to open - peering through a firing port it appears that the defenders took their own lives with a grenade after exhausting their ammunition. Shattered bones lie in a heap next to several damaged and empty firearms. There is some damaged military gear on racks, as well as two armored spacesuits of Alliance pattern.
Area 9 is not the chapel. Instead it is the rec-room, and it has some games, books, and some recreational substances in a locker. The Mess/Galley (10-11) has 75 man-days of supplies, both in rations and bulk foodstuffs. Unfortunately, there is also a Rat Swarm (SWD 163) living in here, easily apparent by the smell, that will viciously attack the first person to enter the room.
The medbay has been thoroughly ransacked, but there are several cases of old medi-gel (only +1 due to lost potency) and enough salvageable components to build a single working mediscanner. There is also a case of six injectable doses of "Lidotate Amphethasone", a classified drug which will protect someone from the effects of exposure to Paxilon G-23, or give them a +2 to Vigor rolls to resist the effects of it or Reaver conversion.
Level 3 - The third floor is the flight deck, with some storage and dorms behind two large hangars. The hangars each open to a cliff face, about 150m of nearly vertical granite face. A small hidden ladder is cut into the mountainside for emergency egress, though, so it is possible that a small group of Reavers could enter via the hangar. One person with a rifle could keep the ladder clear with little difficulty at all.
The control room can be used to get the hangar doors open, so AC-1142 can leave, though the ASREV door is already opened partly, and the ASREV hangar is home to a small colony of bats.
The right hangar has three stripped ASREV's with room for six, thoroughly cannibalized by the Reavers in the past. There are still enough parts that the PC's will be able to restore function to the ship in the left hangar, given time. The hangar storage area has mostly ASREV parts and ammunition drums for the autocannon, though the actual ammunition and a few missiles are sitting on racks in the locked armory. It looks ransacked, and one of the missiles has been boobytrapped to start broadcasting if tampered with, drawing curious Reavers within an hour.
The central hangar has a YV 929-Stretch freighter, deployed with the ASREV wing.
The following components need to be repaired or replaced on the YV-929:
Engine components are damaged due to neglect, can be repaired using components from Storage and ASREV's. Repair, 1 day
Landing thrusters are stripped, but can be fixed using jury-rigged engines off the ASREV's. Repair -2, 2 days
Heavy Laser components have been stripped, will only fire on 4+ on a d6. Repair, 1/2 day
Missile launcher is intact, but empty. New missiles can be loaded from the armory, but must be checked for booby traps. Notice, 1/2 day.
Hull has been compromised and lots of panels have been stripped. Repair +2, two days.
The left hangar has the Lakota-class armed courier that the Alliance team arrived in, and never left, a ship designated AC-1142 with no name. The storage and armory are mostly equipped for a Patrol Cutter, but these are largely the same missiles and autocannons as an ASREV and a Lakota, so there is some redundancy. These parts can be cannibalized to restore the damage done by the firefight. AC-1142 has been thoroughly ransacked of personal equipment and vandalized, but the Reavers were not able to get it running, and so left it behind. The necessary components to fix it can be found scattered around the complex, but it will take a talented tech to get it going.
The following components need to be repaired or replaced on the Lakota:
Engine components are damaged due to a firefight in the engineering room, can be repaired using components from Storage and ASREV's. Repair -2, 2 days
Flight controls and computers have been stripped and damaged, can be replaced with components from the TOC and ASREV's. Repair, 1 day
Autocannon and ammunition have been removed, and will need to be replaced somehow. An autocannon can be stripped from one of the ASREV's. Repair, 1 day.
Missile launcher is intact, but empty. New missiles can be loaded from the armory, but must be checked for booby traps. Notice, 1/2 day.
Hull has been compromised and lots of panels have been stripped. Repair +2, two days.
Once the AC-1142 is spaceworthy, enough fuel can be scraped together to reach Haven, the closest world where fuel and friends can be obtained. It will be a nervous two day trip, but no Reavers will attack them. The crew will be able to land at New Cairo, and take a brief rest in Spartan but friendly accommodations for a time before heading back to civilization.
OR MAYBE A YV929? STRETCH?