Commissar Burns and his crew must grab tickets from the ticket machine near the guard in the blue shirt. Then they'll grab Tzel and head for the shuttle.
The spaceport is under guard because of the threat of the insurrection. Any character who engages the enemy will be targeted by the guards (an extreme peril each activation).
The response is prompt, and his team spot the reliquarian, Tzel.
The techpriest is having more trouble trying to jemmy the crate open. Once he does prise it open, nothing! It's actually the generator they need (curse those red herring cards!)
Burns' men move out to grab Tzel and secure the shuttle.
The admech scout maneuvers to defy the security and get a shot in.
Every lasgun in the area reduces him to a smouldering corpse.
Meanwhile, Tzel takes some persuading to tag along with the Commissar's crew.
The mechanic finally shows up, but it is too late to get to her and to the shuttle, so the Admech team begin to move in on their opponents. An unfortunate accidental bump (although the security guards don't see it that way).
The Admech team drop all pretence of politeness.
The techpriest wades in with his great axe.
For all their violence, the Admech are unable to prevent the commisar hustling Tzel to the shuttle.
Just open the door and they're away. The simplest of rolls - one 4+ needed from 4d6.
I'll remember that game for a long time! (With glee, I was the Admech!) Even before the end, this was a great scenario. The penalties for combat meant you had to think really carefully about your actions, and when to pull the trigger. Mark managed to avoid making any attacks all game (he dodged any incoming attacks). But in the end, his virtue went unrewarded!