Ford
[Stealth: 6] You duck through the corridors, shredder in hand, other equipment strung through the uniform's belt, ear to the air. Twice you duck into side chambers (a supply closet full of cleaning fluid, a room full of mineral extraction machinery) just in time to avoid black-suited pairs of renegade security officers marching past.
You make it to the armoury only to find the huge steel doors shut. Panic starts to rise in your chest when the doors pull open with a hiss to reveal... Zakharov! The wizened scientist has a machine rifle pointed at you, but raises it once he recognises who you are.
"Well get in here and grab a weapo, Hal!" he hisses and lowers the weapon again, pointing it past you. Inside the small but remarkably well stocked chamber you can see quite the array of weapons, stacked on racks upon racks against each wall. Shredder pistols, machine pistols, machine rifles, fusion drills (for getting through bulkheads), atomic mortars (for taking down tanks and infantry emplacements - why the hell had the U.N. even brought these?), even a shoulder-mounted railgun (which might be suicidal to use inside a ship).
"The armoury logs were altered," Zakharov explains as you get inside the armoury. "The mutineers awoke five days ago, planning to seize control of a cryo module and all ten thousand of its inhabitants, along with weapons and equipment. They're calling themselves the Spartan Federation, and they infiltrated almost half the security crew. If the drive hadn't shut down, we would never have woken up in time to know about it."
Peter
[5+1] You work quickly, cleanly and efficiently. Your triage is effective, and you perform your surgeries with skill and clinical detachment. Even so, you are only able to save less than fifty percent of the victims, and half of those will be crippled for life. Half an hour passes, and more than twenty patients are brought in. Of the three mutineers brought in only one survives, and she is bound and left in a corner, guarded by one of the engineering staff with a shredder pistol.
Half an hour passes, and the tide of new patients thins out. After five minutes with no new cases, Lal taps you on the shoulder and nods to another of the medtechs.
"Lindly will take over from here. You had psych training, yes? That mutineer's woken up. See if you can get anything out of her."
Armage
A few seconds later a message returns on your datapad.
Get to safety. Mutineers aboard ship. Zakharov has pulled all of his staff out of Hydro, not sure where they're going. - Skye
You scan your datapad. Aside from the engineering rooms nearby, the closest options you have are Medbay, the armoury and Module 4 (Module 6 is the module you were woken up in).
Nicolas van Tonder
You awaken to the unpleasant sensation of breath being forced into your lungs by the breather. Cryogel bubbles around you, and hypodermics shunt chemicals into your body to bring it back from the deep. Your eyes resolve on the glass covering above - not open. Nobody is standing by to help you out. It takes a moment for your toxin-steeped brain to make the connection. Automated wake-up. Not expected. Procedure is medtech on standby for core crew wakeup. Something wrong.
You press upwards [Psych: 6+1], ignoring the agony streaming through your muscles in protest. It takes a little effort, but you get the covering to dislodge, taking another vital breath from the breather. You drag yourself out of the cell, flopping to the ground in a covering of slightly bluish goop. You take a few real breaths, and the sense of wrongness is compounded. Station lights are still low, blue, emergency lighting instead of the brighter lights for full wakeup. [Stealth: 5] You think at first that nobody is around, then you notice the pair of shadowy figures patrolling the cryopods. You slide the lid of your pod shut and take cover behind it, studying the soldiers; black uniform of security staff, but one shoulder torn off to reveal a tattoo of a hexagon with a downward arrow. Armed, shredder pistols. You cast your eyes elsewhere in the chamber, particularly towards the exits. Another patrol of two guards, a pair of guards flanking the exit, one or two patrolling solo or just standing around and sipping cups of that vile gel the U.N. prefers instead of food. You scan the walls, and just slightly obscured by the light you can see the legend; "MODULE 4".
You're naked, unarmed and outnumbered by potentially hostile forces, but at least they haven't seen you yet.