Skip to toolbar
Conquering the verse, one parsec at a time.

Conquering the verse, one parsec at a time.

Supported by (Turn Off)

Game Four - Bitter Medicine

Tutoring 1
Skill 1
Idea 1
No Comments

Helix Dominion Consolidated contacts The Redacted with an offer.

A small mercenary unit has seized an old medical distribution depot on the edge of Greyhook District, a polluted industrial zone suffering from outbreaks of lung disease and chemical fever. Helix claims the depot is needed to restart local treatment deliveries, but the mercenaries have refused to leave.

According to Helix, the mercenaries were hired by criminal interests to loot medicine, extort sick citizens, and disrupt disaster relief.

The job is simple:

Clear them out. Secure the depot. Do not damage the medical equipment.

Helix offers strong payment, a medical voucher, and a promise to delay any current ship-debt pressure through corporate channels.

But when the crew approaches the depot, the mercenaries broadcast a warning:

“We are not thieves. We were hired to guard this place after Helix started moving bodies out the back door. Walk away.”

Battlefield – Greyhook Medical Distribution Centre.

Set the game around an abandoned or damaged medical depot.

Place one central depot building or cargo area as the key location.

Objectives

The crew completes the primary objective if they:

  • Defeat or drive off the mercenaries.
  • Control the depot at the end of the battle.
Game Four - Bitter Medicine

The crew entered the medical facility expecting a quiet sweep. At first, the place appeared abandoned, its corridors silent and empty. That changed the moment they reached the main central room.

Automatic weapon fire erupted from hidden mercenary positions, followed by a scorching burst from a flamethrower. Scrapper was caught in the blast and went down hard, his fur singed and burning.

Cara moved quickly to provide covering fire, giving the others a chance to drag Scrapper’s unconscious body to safety. For a moment it looked like the crew might stabilise the situation, but the mercenaries struck again. Cara was hit by flames in turn, set ablaze, and collapsed to the floor.

Chaos filled the close confines of the medical facility. Gunshots echoed from wall to wall, magnified by the narrow corridors and hard surfaces. More mercenaries pushed in, attempting to converge on the crew and trap them in a deadly crossfire.

What followed was a frantic struggle for control of the facility’s security doors. The Redacted opened and sealed doors in quick succession, desperately cutting off lines of fire and preventing the mercenaries from attacking from multiple directions at once.

With Scrapper and Cara down, Adam rallied the remaining crew. Through determination, discipline, and concentrated fire, The Redacted began to turn the fight. One by one, the mercenaries were driven back.

Bloodied, burned, and battered, the crew finally broke the enemy’s resistance and forced them from the facility.

The depot was cleared, but Bitter Medicine had lived up to its name.

Game Four - Bitter Medicine
Game Four - Bitter Medicine
Game Four - Bitter Medicine

Background

The mercenaries, known as Wardline Security, were originally hired by a local clinic board to protect the depot after rumours spread that Helix was concealing treatment failures.

Inside the depot are medical records, contaminated medicine batches, and several sealed cold-storage units. The mercenaries believe Helix wants the site cleared so it can remove evidence before investigators arrive.

Helix insists the mercenaries are lying.

Both sides have something to hide.

Supported by (Turn Off)

Subscribe
Notify of
0 Comments
oldest
newest most voted

Supported by (Turn Off)