Turn 2 - Rebels
Captain Nrelshy, and Mr. Success (Nirur Torir)
You take the Scavenger Escort mission, and find out that the giddy young man's name is Tinus, and he just recently inherited his ship from a close relative. With brief introductions done you head back to the ship, and head to the bridge which, upon your arrival, lurched, and nearly knocked you down as it undocked, and entered warp in just seconds. As you traveled to your destination you browsed the Galactic Web to find out who, and what the rebels were exactly.
From what you can gather the rebels are a large faction, made up mostly of cutebolds, who believe this system should be free of any of the Galactic Empires, and should become its own nations. They have taken up residence in the hundreds of asteroid fields that dot the system, and have made the long abandoned, and often drifting asteroid mines their bases. Their craft all seem to be made up of modified mining vessels, cargo freighters, scavenging vessels, and other non-combat ships, but their guerrilla tactics, and seemingly unbreakable command chain makes them a devastating force.
After taking a second to think about what you've learned you find your ship is sitting just outside a debris field, and the scavenging vessel, what looks to be an old frigate from before the second Galactic War. As you watch a dozen scavenging drones burst forth from its hangars, and begin digging through the debris. As you watched a handful of ships detached themselves from the dark side of a nearby asteroid, and before you could react they had you surrounded. Their weapons were aimed at your ship, and the scavenger's, from the looks of things you are in a pretty bad position.
Suddenly a transmission comes to your Comm Officer, and you ...
Equipment:
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 Galactic Standard PlatingWeapons:2 Mk.I Lynbar Point Defense Turrets
Misc.12 Scavenging Drones [All Currently Gathering Scrap]
Captain Jack Scott, and the Void's End (empfan)
Phase 1: Turrets vs. Fighters
Your Point Defense Turrets fire once more, this time they tear two of the fighters apart, and shear half the engine off a third fighters. As the last of the rounds leave the guns, and the shells whiz past the remaining fighters they suddenly turn, and run from the fight, disappearing into the distance, and leaving the frigate to try, and finish you off. You order the Shinra cannon to prepare for fire, and tell the crew to brace themselves as you begin evasive maneuvers ...
Phase 2: U.M. Frigate vs. Void's End
Despite your attempt to dodge one of the spurts of plasma smashes across the side of your ship, scorching, and melting the hull as it slides across the side until it sizzles out of life. As your ship comes out of the barrel roll, and stabilizes your Shinra Cannon fires pushing the ship back slightly. As you watch the shell penetrates the forward plating of the ship, and slams through. The interior supports, and walls crumple beneath the force of shell. Within seconds several sections of the ship explode, and the shell smashes its way through the rear plating.
Turning your ship around quickly you begin to head out of the asteroid field, the frigate's burning shell floating lifeless in space behind you. As your ship begins to pull away you Comm Officer reports that there are two fighter wings, and three frigates on your tail. If you stop or slow down they are sure to catch you, and with the damaged to your hull, and exposed section power failure is a possibility. Taking a deep breath you begin to order repairs to begin, but are interrupted as the crewmen at the sensors report unknown ships aiming towards the pursing U.M. Forces.
3 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:1970 Point Defense Rounds
398 High Density Shells
K'zan, and Star's Glare (Sinpwn)
You order the Scavenger Vessel to head out, and look for anything valuable, or interesting. As its confirmation message comes back you stand up, and give your First Mate rule of the bridge while your gone. Heading out of the door you walk down the half circle set of stairs to the elevators, and step inside. Within moments you find yourself wandering about the depths of the ship. You don't really find anything useful as you explore the habitation decks, the engine room, and other facilities of the ship. Seeing their Captain walking about the ship seems to have brought the spirits of your crew members up a bit, with their home destroyed that is some consolation to them.
As you return to the Bridge after checking out your ship you find that your Scav. Vessel has sent a report back of several things that may be worth salvaging.
Pre-War Lynbar Frigate: It is mostly intact, several systems seem to still be operational, and only a little bit of work should get it up, and running again. All weapons systems are fine, and the weapons seem to still be in place. A more through investigation is required to be sure.
Large Group of Stingray Fighter Frames: Large amount of weaponry, and scrap could still be salvaged from this.
Capital Ship Embedded into an Asteroid: Massive amount of scrap to salvage here, may be weapons, and munitions still usable deeper inside the ship. Need more vessels to salvage successfully.
4 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 send a message to both the smuggler's and the Merchant group telling them you will take the jobs, after several minutes you get replies from both of them. You are forced to wait an hour as the package is shipped to your vessel, and loaded then you take off instantly jumping to the coordinates given to you by the merchants. As you drop out of the jump you find about fifty cargo freighters, and merchants vessels surrounded by other mercenaries like you.
As you arrive, and get your placement positions from the Merchants you fall into place, and begin moving towards your destination. Being such a large fleet you wouldn't be able to jump to the Warp Gate due to inconsistencies it would cause in your placements. It'll be awhile before you arrive at the gate, you could talk to some of the other Mercs here, the Merchants, look for people who may want to join you, etc. Of course if you wish you can go to your cabin, and sleep until you arrive.
5 Turns to Do as you Wish (Or you could just sleep until you arrive at the Warp Gate)
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)
You open a comm channel to the Outpost, and say, "This is the Captain of the ship
Xiliosh, I am requesting permission to dock." After you finish talking you are forced to listen to several minutes of docking procedures, and legal jargon before you can begin to actually dock with the Outpost. Your docking goes smoothly, and you are soon walking off your ship, and heading into the city that has been carved into this asteroid. As you, and three of your men are walking towards a local bar you hear a woman's voice come from down a side alley, and several gunshots follow.
HP: 10/10
Laser Rifle [Atk: 1, Atk Speed: 6, Ammo: 20/20]
- 10x Energy Cartridges
Skills:
Survivor of Chance - Hidden
Galactic Credits: 0 G.C.
Followers:
3 Crewmen (HP: 8/8
- 3 Mk. II Slug Pistol [Atk: 3, Atk. Speed: 2, Ammo: 5/5]
- 12 Clips [Ammo: 5/5]
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)
Your ship glides easily into place beside the auxiliary airlocks of the station before latching mooring lines onto the station itself, not far away your fighters are circling the station searching for enemy forces. As the two airlocks latch together, and the doors slide open you, and a small group waltz into the station, the rest of your crew splitting up to ransack what they can from the station. Infront of lies a massive map, most of it is rotted, and fallen to pieces, and what you can see reveals only a portion of the massive station's superstructure. From the map you find two paths your crew hadn't taken.
The first lead to the station's command center, and the second lead to the depths of the station, the research labs. Whichever you choose it up to you, but your crew members are getting impatient to get going.
'Kitli' Deck Revolver [Atk: 8, Atk Speed: 1, Ammo: 6/6]
- 36 Revolver Slugs
Dunarium Reinforced 'Kitli' Power Gauntlets [Atk: 5, Atk. Speed: 2]
Skills:
Hate of an Empire - Hidden
Galactic Credits: 0 G.C.
Followers:
Breo [HP: 10/10
- 'The Maker' [Atk: 12, Atk. Speed: 0.5, Ammo: 1/1]
- 20 Dunarium Bullets
- Batari Combat Knife [Atk: 3, Atk Speed: 3]
2 Crewmen [HP: 8/8]
- Salvaged Pre-1st War Tactical Rifle [Atk: 1, Atk. Speed: 8, Ammo: 40/40]
- 8 Clips [Ammo:40/40]
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]