JiC 1d20:  = 12 / 1d100:  = 67
Talisman of Armor of Ithan (Inactive)
Loksuit Power Armor - M.D.C. by location
- Main Body - 115
- Head/Helmet - 50
- Arms - 50 each
- Legs - 60 each
Blue and orange hooded jacket
Tarlok Ripper Pistol (30/30)
Tarlok Ripper Pistol (30/30)
Tarlok Sidewinder Plasma Cannon (15/15)
Pertinax scans the dusk sky intently for signs of movement. He can barely make the outline of a craft on the polluted horizon. The passive nightvision of his loksuit does little to cut through the layer of smog. If the captain is to be believed, which Pertinax does not, then they should not expect company on this remote part of Bela'kor. His military instincts kick in. He is an tarlok on an alien planet, he cannot trust anyone to be an ally. And in his experience unexpected guests are more likely than not an obstacle to the mission.*
Pertinax gives a terse grunt to acknowledge this fact. Whatever is on that horizon, he does not expect it to be friendly. As the vessel gets closer he begins to make the outlines of people on board. Pertinax wonders if they are locals, and if they are will they also have cybernetic augmentations.Hallistan wrote:"”More than a few hours, this thing isn’t particularly fast."
"Only existential threats," Pertinax snorts. He then thrusts a king finger in the direction of the shape on the horizon. "That exists, therefore it is a threat."Hallistan wrote:"Is violence the first answer to any question your group has?"
He picks up his sidewinder cannon and fiddles with it to make sure it is ready to fire at the first sign of trouble. He looks back at the Captain and gives him a cold smile. Thankfully his loksuit covers that grim visage.
"I tried to forego violence for a time." You tried to be better. "Heh. I found it easier to give up drinking." You will have to be better at violence, instead.
You should be alone as you infiltrate the enemy armory. That was the plan; you sneak in, detonate their munitions, and then your dreadlor move in and wipe out the garrison stationed here. But then a human male claiming to be a guard appeared. Before you could quietly dispatch him he offered to help. He claimed that he could help you access storeroom where they kept the K-HEX, for a price. Taking him along seemed like the more prudent course of action. No one will stumble on his corpse and sound the alarm.
His inane banter does nothing to ingratiate him to you. In fact, it makes murdering him later seem like good business. You hide in a dark corner as he punches in the access code to a secure room. You believe you are close to your objective. But as the door opens you spot a cluster of soldiers waiting.
You grab the guard by his neck and use him as a shield as the soldiers open fire. You then throw his corpse at them and fall back. You try to radio your soldier, but hear only static. It is a trap. They had been waiting for you and your team this whole time. Years later, after you will have erased your memory, you will not remember how you survived. You will only remember this as another high casualty mission.