Cannonball Shadowrun Part 3 – Tunisia

After being loaded onto planes or boats, teams are whisked away from Spain and to the Northern coast of Africa. Despite the fate of neighbouring Libya, Tunisia has thrived on its tourism industry. Tunis itself is a booming mountain city overlooking the Mediterranean Sea.

The runners find themselves in a mock Bedouin camp-made-hotel. A private man-made oasis that was open when the prevailing winds didn’t carry fallout over from Tripoli. The day is sunny and bright when McDermitt summons the runners out to the large palm tree encircled pool. Devon is wearing desert attire with a cap that protects the back of his neck.

“Ladies and gentlemen, welcome to the third event of this tournament run around the world. Today, we are in Tunisia. From here you can see ancient ruins from the old Carthaginian Empire, as we over look the ruins of Carthage. While there is much to see in this great city, I’m afraid you’ll be seeing little of it.”

“Each of the four teams gathered here are after the same prize. The freighter “Maersk Wind” is inbound from Charlotte, on its way to Cairo. On board are Air Defense computers manufactured by Ares, unit type AA-ATDC12. We need you to get aboard the vessel by any means, locate one of these computers and successfully deliver it back here. There are more than one of these computers, so as long as you can successfully retrieve one, your team will pass the test.”

“I have some additional news, both good and bad. The good news is, each team will receive a 5000¥ advance to acquire materials and secure some form of transportation to their destination. You also have roughly two hours to prepare before the Maersk Wind enters Tunisian waters. However, there is a catch. The ship has volunteered to host a theater of battle for the Desert Wars. All security will be on alert, since they are expecting another corporate team to hit the ship and steal objectives elsewhere on the ship. While you may be able to hack the ship’s security to slip through unnoticed, any interference with the trideo cameras and internal security will know something’s wrong. This run will test your ability to infiltrate and remain unseen.”

“The Maersk Wind is a merchantman style freighter that is 180 meters long, 32 meters across and drafts 12 meters. The lower cargo holds are designed to be configurable and her utmost capacity can hold a few thousand automobiles. It’ll be up to you to find the cargo in this volume of space. Best of luck to you.”

The team is wired their money and told to start planning. The team will likely scramble to try and track down some means of acquiring their goods and a method of getting out to the Maersk Wind once she’s in range (and a way for them to return).

The freighter is on alert and guards patrol the decks in regular intervals. Patrols are sparse but supplemented by spotters in the towers, ready with thermographic goggles during the late hours. The first deck down is the residential quarters. The second deck is a series of corridors and walkways that give way to catwalks over the assorted holds. The bottom deck is extra deep and is made up of ballast, engines and cargo holds. Each hold is guarded by a pair of guards and they randomly mill about in the halls.

Trideo cameras are of two sorts. There are the old rusty ones that are part of the freighter and the shiny new ones that were installed by the crew of the Desert Wars. The internal security cameras are being monitored by the security office by the bridge, while the TV cameras are being monitored by a separate crew in one of the briefing rooms on A Deck. The new cameras are not as pervasive as the security cameras, since the Desert Wars crew was not allowed into restricted areas (engine room, cargo holds not involved in the exercise, etc).

The lowest deck has been configured into three holds. Cargo Hold A is the largest. It holds a series of fighter jets for Ares’ use in the Desert Wars. None are fuelled and the Evo team that is infiltrating will be concentrating on this hold. Cargo Hold B holds Desert Wars supplies. Weapons, ammo, fuel and electronics are all stashed in here. The Evo team also has access to this room. Cargo Hold C is the smallest and has the runner’s pay data here. Several non-Desert War goods are stored here, being shipped out of head offices in America to their Middle Eastern conglomerates. No TV cameras are set up here, but extra security has been rigged up, in case Evo went where they shouldn’t have. All Cargo Hold doors have silent alarms if an unregistered RFID tag crosses the threshold. The crates that hold the computer (1 cubic foot in size) are wired with an alarm as well. If any of the crates are opened an alarm is tripped and security will be diverted.

The team will likely have to face angry and well-armed Ares personnel to get off the ship and they aren’t interested in prisoners. While there are lifeboats aboard the freighter, there aren’t any pursuit craft, so if the runners get off the ship, they are in the clear from Ares.

All the while, other runner teams should be causing problems. Setting off alarms, being seen on camera or even engaging the runners in combat. Once the runners reach the beach, they find themselves in the Sahara Desert. Have a runner team orchestrate an ambush, as they go to deliver the merchandise.

Half of the NPC teams should not make it back from the job. Once they deliver the goods, the team is free to enjoy Tunis for a day before being shipped out again for the next job.

>> Ugh…done the desert before.  Better you than me.
>> Wraith

>> Technically, it’s off the coast.  People pay thousands of nuyen for a Mediterranean cruise.  You get to enjoy the climate for free.
>> Joker

>> You spin that shit.  Whatever makes this look enjoyable.  At least you’ll be famous…
>> Inquisitor

>> Hey, if the rumors on what’s aboard that ship hold true, snag me a crate of Ares milspec and I’ll make it worth your while.
>> Hammer

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~ by 1nsomniac on March 31, 2010.

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