4 · CARGO HOLDS
Canyon walls of lashed containers, some leaning drunk from the burn. Sound carries like a cathedral.
◆ Mining equipment: breaching charges (open lander clamps, walls, arguments), exo-loaders (improvised everything, Brawn-flavored stunts).
◆ The O2 cage — heavy mesh, spare cylinders racked like green torpedoes. A crew badge opens it clean; prying trips a tamper flag. The Exit-1 fetch objective.
▲ Shifting containers during burns and docking maneuvers — Athletics 🟪⬛ to cross fast; falling stacks are the room's neutral hazard, usable by anyone.
▲ The freight door to the Lander Bay is SEALED — breaching charges open it (loud, every ear on the ship) or the Bridge releases it. The quiet way to the hoppers is through the crew's quarters.
Likely moves
- Draw from the cage with a badge — no roll, no alarm. The quiet version.
- Crack the cage — Skulduggery/Mechanics 🟪🟪; failure = tamper flag (attention, not blockage).
- Rig a breaching charge — Mechanics 🟪🟪; ⬛ to everything nearby when it goes, and the whole ship hears it.
- Improvise with an exo-loader — Brawn-flavored stunts, Athletics 🟪🟪.