Turn 6 - Clockworks, Cryptic Messages, and Hard Choices
Captain Nrelshy, and Mr. Success (Nirur Torir)
You swivel your seat around to the computer screen to your left, and your hands reach for the keypad beside it, within minutes you have a message ready and send it to the other ships. If anyone knows whether the ship should be destroyed, or let escape in such a situation you'll know in a bit, but for now more pressing matters. Grabbing the radio tranceiver off the side of your chair you push the button in, and say, "This is Nrelshy to the munitions room, I want missile tubes two through ten switched to Breaker Warheads, and the rest of the munitions moved into place."
Within minutes your munitions room sends a message pack, "We have all munitions in place, and several of the boys have made some adjustments to the feed systems, so we may be able to get a little more firepower out a lot faster in the coming battle, but we'll have to be careful to avoid damages."
With that said you hear a beep from your computer, and turn to find a reply to your query and it reads, "Its capture, failure is not an option, and destruction is not an option. There are many things on that database vital to our cause, and the lose of it would mean the death of thousands of our kind." As you read it you pinch the bridge of your nose, and think,
"Well that is bloody wonderful ..."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 PlatingSpecial Modifications:Mk. 0.1 OverdriverTurret 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:Black Wolf Tactical Strike TeamJob: Boarding
Style: Combat
Skills:SuppressionVeteran Ship CrackersRobert FrinsJob: Logistics
Style: Leadership
Skills:Learned Tactical OfficerRipJob: Pilot
Style: Combat
Skills:Sense 3
Modified Mining Drone Fighter Wings - 5
Modified Mining Drones -
Light Galactic Hull -
Modified Laser5
Adapted Cargo VesselsStandard Galactic Hull Plating - 2 Missile Pods [Capacity: 8/8, 6x Mk.I Lynbar Interceptors, 2x Mk.III Breaker Warheads]
- Cargo Bay [12x Mk.I Lynbar Interceptors, 4x Mk.III Breaker Warheads]
2
Mining FrigatesStandard Galactic Hull Plating - 2
Adapted Mining Laser Turrets - 3 Missile Pods [1 & 2; Capacity: 8/8, 8x Mk.I Lynbar Interceptors; 3 Capacity: 4/4, 4x Mk.III Breaker Warheads]
Captain Jack Scott, and the Void's End (empfan)
The man gave a small smile and spoke, "Son it is the year 5089, or 1500 Galactic Calender Year, you did not go back in time, nor did we go forward into the future. This place has existed for almost three-thousand years now, and it is the front line of the war. Now come with me we have much to discuss son, and very little time to do it in, keep in mind what I am about to tell, and show you is top-secret and if you breath a word of it to the outside world our people will kill you and everyone that knows." With that he turns, and your men place their weapons on the ground, taking a step forward the semi-circle parts in-front of you, but closes back up as you step through the door, whatever was about to happen you wouldn't have the help of your crew at this point. You follow the Commander down a well cleaned, and well-lit hallway as you head towards an elevator, to your right there is a viewport, and as you take a look out you see a horde of ships detach from the sides of asteroids, appear out of the dark sides of them, or fly into view from somewhere far off.
Noticing you looking out the view-port the Commander says, "That is our fleet, its made up of everything we can get our hands on, salvaged ships, stolen frigates, repaired fighters from debris fields, we got them all and we use any kind of ship we get. As you can see we don't have the best technology, or top of the line ships, but we make do with it. Son, we are fighting a war here, and we are losing it. No matter how hard we struggle against the Swarm they manage to break through, that group you just saw was just a tenth of the eighth assault force they've sent this week. We lost eighty ships, and three of our defensive emplacements trying to keep them out, we lost thousands of lives in just ten hours, and your government along with the other Galactic Empires has no clue that it happened. The reason you are here is to change that, what we want with you is for you to help us save every sentient being in Galactic Space, because we can't do it alone."
Taking a deep breath, and pinching the bridge of his nose the Commander leads you into the elevator, and all is quiet as you ascend to whatever you may be heading towards. After several minutes you come out into a massive Command Center of some sort with dozens of people rushing about, directing the ships into dock, configuring supply shipments, etc. The General pats you on the shoulder, and says "Son, welcome to the
Clockwork, this is what we are, and this is what I want you to help." As his sentence finishes you feel a grating of some sort, and a small jerk as the Command Center begins to
move. After a minute it comes to rest, and a massive eight foot thick piece of metal slides up to reveal a sprawling metropolis of sorts built into the asteroids. Once again the Commander speaks, "What do you say son?"
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.
Main Power Core Ruined, Warp Drive DestroyedHelsburg 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)
"Researchers, find any mention of a species conforming to the description of the databank. Cartographers, locate 'The north star's father'." You say as you turn to begin digging through, and searching for stuff among the scrap metals, as you search
you find a crate filled with some old dusty weapons, and a irreparable turret drone of some sort. Sorting through the weapons
they seem to be in the best condition ever, but as you hold them in your hand an idea comes to mind, and you set to work on them. Using some of the scrap metal, and the rest of the weapons you manage to improve half a dozen of the ancient looking weapons and create a new weapon of your own.
Taking some old, what you assume to be, assault rifles you replace the firing pins, and barrel with a modified faster loading automated barrel, and triple firing pin. Replacing the trigger, and part of the hilt you manage to improvise a sort of bio-scanner that senses when the user wishes to shoot the gun, and you then use this improvement to help with improving/replacing the gun's frame with a nano-carbonite alloy with micro-computational systems throughout. As your last improvement you take the magazines for the gun, and completely rebuild them, doubling the munitions capacity of the gun and allowing for even faster firing. To top it off you even refit it to shoot custom munitions which you proceed to make a hundred of.
6 'Name-Pending' Rifles [Atk: 5, Atk Speed: 6, Ammo: 36/36]
100 Refined 15mm Hollow-Point Rounds
Just as you finish your work your Scavenger lands back into the cargo bay, and you are forced to go up top to begin your travels back to the station. Upon arriving in the bridge one of you men walks up to you, and says, "Sir we did the search as you said, but we can't find any mention of a 'North Star' except for in some old Human myth from two thousand years ago, as for your other query it seems the message was talking about the Swarm, its the only space-faring Hivemind organism we know of that is numerous enough to threaten the Galactic Empires. What should we do now?" You see the Raider, and Cartel vessels returning to begin repairs meanwhile you could head out to search for people who would no more, secure more supplies for your station, or something else, but this news effects the entire of the galaxy and your not sure how to handle it from here.
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
8 Mk.I Lynx Interceptors
Cargo Bay: (100% Full)
460 Units of Scrap Metal
140 Units of Scrap Electronics
6
'Name Pending' Rifles100 Refined 15mm Hollow-Point Rounds
STILL NEEDS NAME!
Modified Scrap HullEquipment:6x Mechanical Arms [For Manipulating, and Carrying Scrap]
Aurin Velias, and Misericordia Nex (Tiruin)
You set about trying to establish an effective communications system for your group,
the result is a solid info network being rigged between all the ships using the Merchant ships as relay stations. In this way you guys should be able to better send status updates, requests, and enemy location info far faster and easier then before. Just as you finish you get an encrypted message from a cargo ship that detaches from a mercenary's ship, it flies towards you and lands inside your cargo bay as you decrypt the message which when you do reads, "Picking up the package, as an extra job we will ask you to assist one of our friend's in the near future no matter what they ask of you. The pay will be handsome, 8,000 G.C. but you will most likely have to betray the Merchant's. What is your answer?"
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
6x Mk. III Breaker Warheads
4x Mk.I Lynbar Interceptors
Turret Mounts - 1
Mk. I Lynbar Point Defense Turret [Atk: 2, Atk. Speed: 5, Mount Cost: 1, Ammo: P.D. Rounds]
Munitions:800 Point Defense Rounds
Praetor Valicum Trivonii, and Xiliosh (Xardalas)
You reach down, and tear of the crewman's ID tags, and start running for your ship, the buisness about Marauders you push aside for a moment as your turn to Lilian, and say, "I do believe my dear that staying here would be rather fatal to our lives. Would you care to accompany me to my ship?" As you finish she takes a
quizzical glance at you before saying
"Nope, I've got a job to do here, and I'll be off, but I'll keep in touch." With that she gives you quick kiss on the cheek then dashes off down a side-alley just behind a group of soldiers. That done you turn back around a start running peel-mail down the road with the rest of your men not far behind.
After several minutes of running full out towards you ship you finally arrive in the docks, your heart pounding against your chest, and your breaths are ragged. In-front of the boarding hatch you see seven of your men armed with old Mk. IV Clanker Rifles, a ton of firepower, but slow fire rate, and massive recoil made them unwieldy at times, but they had the stopping power to make entire regiments of trained troops come to a halt. Taking one last sprint you dash on-board, and the rest of your men are close behind with the hatch closing behind you all. Taking a few deep breaths you walk to the elevator not far away, and start the short trip up to the bridge, where-upon you are bombarded by alarm signals, yelling, and a sort of chaotic efficiency. Taking your place in the Captain's chair you look out the view-port to see a horrifying sight.
A towering ship over three kilometers tall, and at least eight kilometers long sits with its port side turned to the station, the various pieces of patchwork armor, rusted plating, and damaged weaponry show the state of the ship, but its all to clear that the thing before you is a dreadnought. All around it you can see smaller ships, maybe frigates, in combat with dozens of U.M., and mercenary ships, constant flashes of light, explosions, and the non-stop movement of fighter combat shows the cold truth of the battle, the Marauders were winning, and if you didn't escape soon, or somehow turn the tide you would die here.
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.
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
-500 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]
SpecialistsFlint[/u]
Job: Doctor
Specialty: Field Medic
Skills:Emergency Surgery Captain Sai'oda Fresa, and Endless Fury (Dwarmin)
You send a message back to the ship containing orders for a dozen of the reserves to come to the Command Center, eight would stay to protect the data upload, and the other four would come with you where-ever it was you were going. After several minutes the squad of crewmen enter through the elevator, they were a motley group made up of various races, and with a great variance in equipment. Picking the four most skilled looking of the group you hastily give the orders to the rookies, and they take up their positions around the data spike, and entryways. Taking your leave you get back in the elevator, and press the down button, with that the elevator lurches into motion and you begin to go down towards the massive hanger bay/cargo bay of the station far below.
After what seems like thirty minutes the door squeals open, and you step out into the hanger bay to behold an odd sight, all the drone fighters lay spread out before you some of their detector sensors do a quick scan of you, but soon settle back into their sleep. Edging around them, and the hundreds of automated loaders you make your way to an access tunnel on the far side of the bay. As you approach the door one of your men powers up a cargo loader, and begins yo drag the thing along behind him.Shaking your head slightly you head through the door, and soon find yourself at a junction with five signs over five different hallways, they read 'Armory 1, Med-Bay 3, Lab 2 "Propulsion", Armory 2, and Barracks'. You get the feeling there may be quite a nice stockpile of munitions here, and a grin spreads across your face.
'Kitli' Deck Revolver [Atk: 8, Atk Speed: 1, Ammo: 4/6]
- 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]
- 19 Dunarium Bullets
- Batari Combat Knife [Atk: 3, Atk Speed: 3]
3 Rookies [HP: 4/4, AP: 4/4]
- Mk.I Ravager Rifles [Atk: 4, Atk Speed: 1, Ammo: 4/4]
- 9 Clips [Ammo: 4/4]
2 Crewman [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]
- Sorry about how short your is Tiruin I couldn't think of how to make it longer
- I'm doing some balancing work as we go, so if you see new specialists appear from nowhere, or current ones getting buffed thats what it is. I'm trying to balance everyone out, and balance you vs. the missions I have in mind for you.