The day seems nice when you wake up the next morning. Finally, you will be out of customs and immigration, along with Charletta and LeGrange and a large other group.
Charletta tells you LeGrange said he might speak with her for a minute or two during the final customs inspection, so she waves to you and heads off to the bottom of the ramp where he will be coming down.
You have learned:
Gozzorf starport is owned and controlled by Vist'Lat trade house , who deal with the administration of the starport and provide customs officials. Following a KLC attack on the starport a fortnight ago, VL have contracted RIK (Ral'Ik'Ka) personnel to oversee security matters and provide trained guards.
Before you lies the starport with its administrative tower and landing bays. A ground transport is moving towards the ships and parked by the landing ramp are a ground car and a cycle. At the bottom, stand three uniformed Vrusk, one of whom holds a hand computer.
They are finishing customs procedures.
You stand in line waiting when one Vrusk executive remembers he left a bag in his cabin. He and another Vrusk return for it, pushing through you. This leaves you in the front of the line. Finally, some good luck.
The customs officials meanwhile direct you to the Administrative block where your baggage is to be checked before your are allowed to leave the starport. Following the attack on the starport by the KLC, this is now standard policy and cannot be avoided; at present only pistols and melee weapons are allowed on Kraatar. All heavy weapons and grenades are held by Vist'Lat and are only returned when you leave the planet.
OOC: I think we mentioned this last point earlier, but please decide which melee weapons and pistols you are bringing, if any.
The approaching ground transport contains two Vist'Lat Vrusk maintenance personnel. They park the transport near disembarkment ramp and begin to inspect the ship's landing gear. The three Vrusk waiting at the bottom are unarmed VL customs officials. They are waiting for you to approach.
Charletta is at the far ramp waiting for LeGrange to disembark for customs. Her recorder is ready.
The customs officials politely ask for people's names and ID cards, enter the names into their hand computers and await a reply from the main computer. This is merely a formality and delays you for a minute at most.
Just after getting past customs, you hang out nearby to wait for Charletta and LeGrange.
The following is a map of the area.
The Golden Dawn is your ship. During immigration and customs lockdown, you have been staying in the building marked "5." You had to go back into your ship and retrieve all supplies and get captain's clearance, and now you have just exited for final customs clearance on the southeast ramp (the little white square on your ship). LeGrange and Charletta are at the southwest ramp nearby.
A ground car, transport and cycle are parked next to you.
As Legrange moves onto the lan-ding pad, a flash of laser light comes from area 1, striking LeGrange. LeGrange falls instantly. At the same moment, the two Vrusk executives (who pushed past you a few minutes ago) appear at the top of the ramp. Both throw a fragmentation grenade (8d10 points of damage) at LeGrange, his bodyguards, and the customs officials.
You are out of range, but Charletta is hit and falls, along with several others in the immigration line. The Vrusk then produce laser pistols and shoot (4 SEU per shot) at the bodyguards. The bodyguards return their fire, while the customs officials hastily take cover underneath the starship, where the maintenance personnel are already hiding.
It takes you a moment to realize what is happening, and to understand that Charletta and LeGrange have just been murdered in cold blood. It takes you only a moment more to realize that you are likely to be the next target of the executives.
But at just that moment, you see a figure moving near the transport at "1." It is the assassin, a Vrusk female who carries a laser rifle. Another Vrusk is waiting in the vehicle to drive off.
There are other vehicles parked nearby that can be "commandeered" if you want a chase. The parked vehicles (a ground car, transport and cycle) are not locked. You can automatically enter and start the vehicles in 1 turn.
Otherwise, you can deal with the two executives who just threw the grenades.
This message was last edited by the GM at 22:30, Mon 19 Mar 2012.