- What, by Emperor, is the matter with Marn?! - Diego exclaims unconciously while trying to move to a safer position, evading Chimera ramming around and trying to keep out of marksmans' sight.
By the end of that sequence, he'll try to shoot either Tamerian bugging the armor (but only if there is no chance he can hit Poise by accident) or the marksman.
Just as you pull the trigger, Marn jinks again, and your shot
only leaves a pockmark on the armor. You watch Marn drive into the container you're hiding behind - the bugger disengages and hides on its northern side - then before you can react, another one emerges from cover and dives behind your container - on the southern side - before taking a shot at the Chimera with his melta, leaving an ugly burn on the side and bursting a coolant line in the track assembly. ((map below))
"Ill keep trying to shake him off, you keep trying to shoot him. Perhaps Diego can help... I wonder why hes here anyways."
Drive wildly, smashing against this or that, quick stops, quick starts, all the while getting closer to where Diego was.
Now things begin to go rather wrong. As you jink and sway this way and that, you pick out a container you particularly dislike and aim to sideswipe it, but instead hit it head-on. The wall crumples around the Chimera, and it half-enters the container. You're not sure whether the dude is still hanging on. You throw the Chimera into reverse and Poise takes a quick peek out a firing slot.
"Looks like he's off."Suddenly there's a bang and a sizzling noise, and the temperature rises considerably. There's a smell of ozone and burning rubber. Poise rushes over to the right side, struggles with a slot for a second before opening another, and yells,
"He's got a melta!"Having dispensed this information, she climbs back into the turret and begins frantically trying to bring it to bear.
The vox croaks and comes online.
--------------------
Grab a trooper outside and send him to find the stormie off with the Ratlings, tell him to return and leave them to it.
The two of them return while everybody else is looking for a pallet. The trooper informs you that he's found two ratlings he was willing to trust halfway, and sort of persuaded them to help. Another trooper puts a finger to his commbead, listens for a few seconds, then says something to the others and they depart, citing something that's come up for now, but they tell you to find them if or when things begin to look really bad.
When you arrive to the hangar, you wonder if this is what "really bad" looks like in this context.
After some time thinking about the situation, Bartholomew got to a simple conclusion: the more evidence they had against Scrivener Yensdottir before pressing charges, the better. In the worst scenario, her superior was also involved and discovering it in advance from "Sergeant" Rodric's mouth would certainly help. They should probably try to recover their trooper and find the Tamerian scumbag before confronting the clerk. "Stay safe and thank you for your assistance, Captain Terrez. I will continue my investigations." he says before turning on the heels of his polished boots and leaving the tent.
"Viverde, please quickly contact our Colonel and politely request him that any honor matters, punishments and executions from this moment on should be put on hold. Consider this a lockdown during an investigation since I would rather avoid having any evidence disappear before the whole truth comes to light." The political officer knows he may be going slightly overboard since trying to aggressively "erase evidence" in a regiment like the Barrablancans would be a rather stupid move on the side of a criminal since it'd only provide the Commissar with more clues and harsher charges to press. If they caught wind of his investigation, they would most likely decide to lay low and wait until the dust settled... Still, a healthy dose of paranoia never hurt anyone.
He gestures for the Tamerian troopers to resume carrying the box of booze whilst under the squad's watch. Leaving it anywhere else would be too big a liability in his opinion, though he should come up with an idea to make things easier. Maybe storing it or just getting a cart from somewhere. The hangar may have one handy, and talking of which... "Where is trooper Marn? Trooper Diego should already have found and dragged him back. We are heading to the hangar next to find them."
Head to the hangar to find Marn. Before heading to our Chimera's location, get an appropriate cart and put the booze box on it.
After a visit to the cogboys, who make camp not far from Terrez' tent, you become the proud owner, or at least operator, of a float pallet loaded with booze. The pallet is programmed to behave almost exactly like a servoskull - you suspect its cogitator array is identical to the contents of one. It hovers unobtrusively behind your shoulder, making soft clinking noises. After that, you hand the Tamerian troopers over for confinement and the platoon sets off for the hangar.
The sight you're treated to when you arrive makes you want to strangle somebody. The Chimera is stuck in a container wall. Diego is crouching behind that same container. There's a dude with a melta ruining the paintjob. Why the warp can't these people be left alone for three minutes?
Maria runs up to you, motioning for you to get into cover, indicating a sniper to the northwest. The party gets behind a convenient crate(( that totally didn't just appear out of nowhere.))
C C XXXX
XXXX
t
C ČXXX
XXXX b
t XXXX
C C XXXX
XXXX
XXXX ç ¢
₱ š π μ
C - Chimera
Č- your Chimera
t - Tamerian
b - Diego
ç - Denos
¢ - Viverde
₱ - Emil
π - Amalia
μ - Amets
š - Tristan
Everybody: dance now roll Initiative