Turn 1 - Combat, and Missions
Captain Nrelshy, and Mr. Success (Nirur Torir)
The more 'Reputable Bars' on
Centauri Station consist of about five bars with a strict no-weapons policy, and enough guards, that even if you manage to get a weapon by them you'd end up with several broken bones, and a slightly lighter purse. You, and Rip enter one such bar, the
Sun's Spoils, and begin looking around, and chatting with the patrons of the bar in hopes of getting work. Most people decline your offer, most likely its the fact that your a free cutebold that makes them decline, but you can't be quite sure. Even with those you manage to get three job offers, one from a rather shady looking android in the corner of the bar, one from a merchant who could probably use a year of visits to a gym, and another from a rather outgoing young captain.
"I have a shipment of ... something that is slightly less then legal, and I need someone to take it to my client. I'll pay you 20,000 G.C., half upon starting the job, and half upon completing it. Any further information will be given when the jobs excepted."
Job: Take a Shipment of Illegal Goods to ,an as of yet, unknown location.
Reward: 10,000 G.C. Upon Starting, 10,000 G.C. Upon Completion
"My Merchant Vessels, and cargo freighters have been under attack recently by a group of rebels who have taken up residence in the system. This next shipment is worth a lot of credits, and I can't risk them taking, or destroying it. I'll pay you 10,000 up front with an additional 20,000 upon completion, there is also a bonus if all my cargo ships make it there intact."
Job: Escort a Merchant group to another station
Reward: 10,000 G.C. Upon Start, 20,000 G.C. Upon Completion
"We've had rumors of raiders, and rebels in the surrounding space, so I'm a hire an escort for my crews next salvage mission. If you want to take the job do so, you get first picks on the scrap we haul back (Its free), and I'll pay you 2,500 Credits when we get back."
Job: Escort, and Guard the Scavenger Vessel
Reward: First Pick of Scrap Hauled Back [4 Items], and 2,500 G.C.
Rip: "As I see it our best bet would be to take either of the escort jobs, the smuggling job doesn't sit well with me sir."
Rip has become a Specialist, Rip's Skill is SenseEquipment:
Laser Pistol [Atk: 2, Atk Speed: 2, Ammo: 8/8]
- 10x Energy Cartridges
Skills:
Cutebold-tastic: +1 to Charisma Rolls!
Symbol of Freedom: You have an opportunity to free your race, if you pull the strings right then you may achieve that.
Galactic Credits: 0 G.C.
'Shinra' Spec. Ops. Carrier - The Shinra is a small, and agile Carrier built to warp in, unleash a horde of fighter-bombers, and damage the enemy fleet beyond repair. These ships have long since become obsolete in the wars engulfing Galactic Space, but for Pirating it serves its purpose well.
Ship Details:Shinam Dunarim Hull PlatingTurret Mounts - 4
4 Mk. I Lynbar Point Defense Turret [Atk: 2, Atk. Speed: 5, Mount Cost: 1, Ammo: P.D. Rounds]
Missile Tubes - 10
6 Mk.I
Lynbar Interceptors3 Mk. III
Breaker WarheadsMunitions:500 Point Defense Rounds
Fighter Capacity - 3/15
3 Mk. I Stingray Interceptors
Dunarim Light Fighter Hull PlatingFuel: 75/75
Weapons:3x Mk. I Friend Lasers [Atk: 2, Atk. Speed: 2]
Fighter Status:
'Gunner' - Stingray Interceptor - Piloted by Rip, who's life of combat training has made him cynical.
'Speedy' - Stingray Interceptor - Piloted by Erin, an eternally optimistic and happy 'bold who is somehow bestest friends with Rip.
'Dashy' - Stingray Interceptor - Piloted by Fuzzy, who is almost always eating something, save when completely focused on a task.
Specialists:RipJob: Pilot
Style: Combat
Skills:Sense Captain Jack Scott, and the Void's End (empfan)
Phase 1: PD Turrets, and FightersAs the enemy's fighters begin to close the familiar clangs of munitions being loaded can be heard, and the soundless firing of the Pd Turrets begins. Your guns get fifteen shots off as the fighters closed upon your position, the PD Rounds tear through the group, four of the fighters are destroyed as the rounds pierce their hull, or shred the ship to pieces under the heavy fire of the turrets. Even with the death of half their wing the fighter's press on, and close even further towards you, within seconds a volley of two missiles slams into your hull bathing it in a mixture of colors, and brightness illuminating the scarred features of the
Void's End.
Phase 2: Light Frigate vs. Void's EndSeveral people on the bridge fall to the floor as they are knocked from their seats by the sheer force of the explosion, just as they recover the bridge shakes slightly, and the Shinra Cannon smashes into the forward hull of the enemy ship. The crumbled, and damaged hull plating cracks under the pressure of the shell, and a tear in the hull begins to vent atmosphere, and several crew members as they instantly die from the explosions, and lack of oxygen.
In answer to your cannon a volley from the Phalanx Battery bursts forth from the turrets, the green glowing, super heated particles fly past your hull, and slam into asteroids all around you. Several of the asteroids melt, or crumble under the blows drifting further into the asteroid fields.
4 Turns until Warp Engines are Ready
Equipment:
Laser Rifle [Atk: 1, Atk Speed: 6, Ammo: 20/20]
- 10x Energy Cartridges
Skills:
Leadership - +1 to Organized Tactics, +2 in Boarding Combat, In Boarding Combat (Or Similar) 2 of your Crewmen become
Soldiers
Marked for Death - Hidden
Galactic Credits: 250 G.C.
Helsburg Heavy Dunarim Hull PlatingTurret Mounts - 6
3
Mk. I Lynbar Point Defense Turret [Atk: 8, Atk. Speed: 5, Mount Cost: 1, Ammo: P.D. Rounds]
1 Mk. III Shinra Cannon [Atk: 10, Atk. Speed: 1, Mount Cost: 3, Ammo: H.D. Shells]
Missile Tubes - 4 (All Empty)
Munitions:1985 Point Defense Rounds
399 High Density Shells
Mk. IV Military Light FrigateLight Dunarim Alloy Hull Plating4 Mk. I Lynbar Point Defense Turret [Atk: 2, Atk. Speed: 5, Mount Cost: 1, Ammo: P.D. Rounds]
6 Missile Tubes [
]
Mk. IX Shield Plasma Battery [Atk: 12, Atk. Speed: 2]
4
Mk. I Stingray FighterDunarim Light Fighter Hull PlatingFuel: 50/50
Weapons:2 Mk. I Friend Lasers [Atk: 2, Atk. Speed: 2]
1 Missile Holster [Missiles: None]
K'zan, and Star's Glare (Sinpwn)
You find a small debris field not far from the station, and fire up your warp drive to jump to its position, as your jump engines activate the ship lurches forward, then stops suddenly. Before you lies what you believe to be an ancient battle field as the hulks of ships unknown float across your view screen, and chunks of ship, and fighter alike brush against your hull. Within the field you spot a towering construction, built with great care, six rings encircle empty space with a station built around the center ring leaving an opening big enough for two Capital Ships to easily pass beneath its rings.
These constructions were common place in space, they were the Warp Gates, things built by a race, so ancient that even the oldest races have only a glimmer of their history stored away in long forgotten databanks, or hand written scrolls in languages unknown. The Galactic Empires had long since learned the secret to constructing these beings, but unlike the originals their copies only warped them to one location locked by another gate. This was one of the Ancient's Gates, and for all you know it could lead to one of the many abandon stations, or forgotten planets in deep space. Traveling through unknown Ancient's Gates is illegal, and likely to get you killed, but beyond riches untold may await you.
But you ignore it as you send a transmission back to bring some Scavenging Vessels over, within the hour fifteen of the makeshift vessels are making their way through the field, their numerous mechanical arms guiding chunks of valuable salvage to the cargo bays of their escorting cargo freighters. Your ship stands vigil between the salvage group, and the gate, the safety of those vessels was top priority if you wanted to get any help in your new life of piracy. In other news for finding the scrapyard the Cartel gave you a scavenging vessel, so you could scrounge some stuff up for yourself, it currently lays attached to your ship, the pilot waiting for orders.
5 Turns until Scavenging Complete.
Equipment:
Laser Rifle [Atk: 1, Atk Speed: 6, Ammo: 20/20]
- 10x Energy Cartridges
Skills:
Attuned with the Machine - +2 to most rolls involving Machines
Galactic Credits: 0 G.C.
Fenbar Light Dinarium Alloy Hull Plating Battery Mounts - 4
- 4 Mk. IV Phalanx Laser Battery [Atk: 8, Atk. Speed: 4]
Missile Tubes - 2
Turret Mounts - 3
- 3 Mk. I Lynbar Point Defense Turret [Atk: 2, Atk. Speed: 5, Mount Cost: 1, Ammo: P.D. Rounds]
Munitions:420 Point Defense Rounds
Modified Scrap HullEquipment:6x Mechanical Arms [For Manipulating, and Carrying Scrap]
Aurin Velias, and Misericordia Nex (Tiruin)
You ask around the station in the hopes of finding mercenary work, or ... to put it bluntly smuggling jobs. You do manage to find several of them though the details are pretty iffy on the smuggling jobs. You find two mercenary contracts, each with the same merchant company, and each through a message to your terminal, then the rest of your smuggling jobs came from the usual shady androids you met in the bars of the station.
"We have a large Merchant Fleet heading out towards a U.M. controlled planet, they are to sell a large quantity of ammunition, fighters, and several special goods to the Fleets of Mankind. You, and a handful of other ships are to protect them, and keep the U.M. Navy from taking what they want from us for free. Mankind is waging a war, and they are losing, we have no doubt that they would go to these lengths, so we ask for your aid."
Rewards: 20,000 G.C., 20,000 G.C. worth of Credit at all Durarian Forges related shops, and stations. (Which is a vast majority as most align themselves with numerous groups.)
Objective: Protect the Merchant Fleet
"We have a VIP heading to the same planet as our Merchant Fleet, we wish you to escort him to the planet, and back to this smae station. We will be dispatching a Fighter Wing, and a Light Carrier Frigate to assist you, all goes well, and you can keep them, and a large credit to our stores, and related stations."
Reward: 8 Mk. I Stingray Fighters, and a Merchant Light Carrier Frigate
Objective: Safely Escort the VIP to the Planet, and back to this station
Job 1
Objective: Take the Shipment to Centauri Station the station of Centauri B II
Reward: 2,500 G.C., Access to a Black Market Dealer
Job 2
Objective: Take the Shipment to Kilo Nine (The world you are taking the Merchant Fleet to)
Reward: An Informant in both the Station (Nitar Border Outpost), and Kilo Nine
Equipment:
Laser Rifle [Atk: 1, Atk Speed: 6, Ammo: 20/20]
- 10x Energy Cartridges
Skills:
Daughter of a Fallen People - Hidden
Galactic Credits: 0 G.C.
Shinam Dunarim Hull PlatingBattery Mounts - 4
3 Mk.IV Phalanx Laser Batteries [Atk: 8, Atk. Speed: 4]
Mk. IX Shield Plasma Battery [Atk: 12, Attack Speed: 2]
Missile Tubes - 1
4x Mk. III Breaker Warheads
Turret Mounts - 1
Mk. I Lynbar Point Defense Turret [Atk: 2, Atk. Speed: 5, Mount Cost: 1, Ammo: P.D. Rounds]
Munitions:425 Point Defense Rounds
Praetor Valicum Trivonii, and Xiliosh (Xardalas)
Your warp drives power up quickly, and the familiar lurching, and sudden stop of warp travel hits you, along with the brief nausea involved with jumping through alternate dimensions. In front of you is a U.M. mining outpost, Epsilon B5, all around you cargo freighters, and mining vessels move about, transporting, and extracting the rich minerals from the asteroids all around them, luckily you jumped into a large clearing of asteroid, but one wrong calculation would have put you aft first into one of the carrier sized asteroids all around.
The docking bays are open, and you could just land inside one of the docks, and head into the station, but an easier way would be to hail the station, and ask them for any supplies, and missions, or anything else you want.
Laser Rifle [Atk: 1, Atk Speed: 6, Ammo: 20/20]
- 10x Energy Cartridges
Skills:
Survivor of Chance - Hidden
Galactic Credits: 0 G.C.
Shinam Dunarim Hull PlatingTurret Mounts - 4
4 Mk. I Lynbar Point Defense Turret
Battery Mounts - 2
2 Mk.IV Phalanx Laser Battery
Missile Tubes - 2
2 Mk. I Lynx Interceptors
Fighter Capacity - 2/5
Munitions:-5 Mk.I Lynx Interceptors
-500x Point Defense Round
Fighters:2
Stingray Interceptor: The Stingray Interceptors are Stingrays that have been modified, by removing the missile holster, and replacing it with a Laser they were able to expand the fuel tank quite a bit, and enable the Stingray to become a Long-Distance Interceptor to slow down enemy advances, and take out fighter units before they are spotted. [Price: 1000 G.C.]
Dunarim Light Fighter Hull PlatingFuel: 75/75
Weapons:3x Mk. I Friend Lasers [Atk: 2, Atk. Speed: 2]
Captain Sai'oda Fresa, and Endless Fury (Dwarmin)
You spend several minutes dropping distraction beacons in several places,
which easily attract both patrolling drone wings, and half those at the facility. Taking advantage of the lack of drones you fly into the cleared space around the station, and open fire on the drones that still remain at the station.
Phase 1: Turrets vs. DronesYour weapons tear the drone ranks to shreds, instantly taking out twelve fighters as their hulls are punctured by the PD shells, and the burning hulks of the fighters litter the battlefield. Those that remain begin to retreat into the facility, a transmission comes to your ship ... from the drones. It is up to you, on whether you choose to receive it, or just blow the drones to bits.
Laser Rifle [Atk: 1, Atk Speed: 6, Ammo: 20/20]
- 10x Energy Cartridges
Skills:
Hate of an Empire - Hidden
Galactic Credits: 0 G.C.
Fenbar Light Dinarium Alloy Hull PlatingTurret Mounts - 10
4 Mk. I Lynbar Point Defense Turrets
6 Mk. III Shinra Cannon [Atk: 8, Atk. Speed: 1, Mount Cost: 3, Ammo: H.D. Shells]
Battery Mounts - 2
Fighter Capacity - 3/10
Munitions:40 Point Defense Rounds
20 High Density Shells
Fighters:2
Mk. I Stingray FighterDunarim Light Fighter Hull PlatingFuel: 50/50
Weapons:2 Mk. I Friend Lasers [Atk: 2, Atk. Speed: 2]
1 Missile Holster [Missiles: 0/1]
Mk. VI Antilion Missile Fighter:Dunarim Light Fighter Hull PlatingFuel: 50/50
Weapons:4x Missile Holsters [Missiles: 0/4]
8
Rogue Drone FighterDamaged Light Dunarium HullWeapons:Mk. I Fiend Laser [Atk: 1, Atk. Speed: 1]
2
Rogue Drone Heavy FighterDepleted Heavy Dunarium HullWeapons:2 Mk. I Fiend Laser [Atk: 1, Atk. Speed: 1]
Mk. II Heavy Fiend Laser [Atk: 4, Atk Speed: 1]