Turn 8 - More Supplies, and A Side of Death Stares
Captain Jack Scott, and the Void's End (empfan)
You go down the right junction heading for the med-bay, the lights above flicker every now and then but remain on the majority of your travel down the hall. Towards the end of the hallway you come out into a small lounge, a few tables and chairs are scattered around with plants and such sitting beside them, off to the left is a set of blast doors dug into the surface of an asteroid that makes up the majority of the wall. As you get close the doors open of their own accord, and inside you find a rather cavernous space, dozens of people rush about seeing to the many patients spread around the room, most seem to have bullet wound though a few you see have large pieces of shrapnel embedded in them. Looking away you see an attendant standing directly beside you, her blonde hair and light blue eyes help improve her mildly attractive looks, but the death glare shes giving you instantly kills any hopes you have of getting near her. Her voice is laced with impatience as she asks you,
"Do you have business here, or are you just here to get in the way?"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)
"Okay then lets dock at that bay, and begin unloading the salvage we have gathered so far. Larks see if you can get me rough estimates on what it'll take to repair the sections of the stations, then contact the Raiders to have them send a small scout force to the shipyard, we need details on the forces in the area and who has control over the area." You say, and as your orders are given the bridge begins to fill with activity as messages are sent, orders given, and preparation for docking is made. After several minutes your ship is docked, and your crew is busy unloading the salvage, several of the things you had asked for is done and some reports have made their way into your hands since you landed. All of them are related to the station so far, except for one report which tells you that the scout fleet will be about an hour before they return, and the unloading of the supplies will take two hours to complete. In the mean time it seems that the Control Center, and Weapons Control Room of the station are still intact, but all docking bays to them are cut-off though its possible for you and some troops to make their way down to inspect the areas. Reports say that their is a high chance of the marauders who had boarded the station may still be alive within, and the two factions have offered their forces that now reside within the station to help you.
Structures:
Storage Dock [Capacity: 125/2000 Units | Structural Integrity: 100/100 AP | Life Support: Stable | Forces: 11 Crewmen, 6 Steel Storm Soldiers | Owner: You]
Habitat Module 3 [Structural Integrity: 43/100 AP | People Contained: 12/30 | Forces: 23 Gangsters, 2 Captains, 1 Lieutenant | Life Support: Stable | Owner: Cartel]
Habitat Module 1 [Structural Integrity: 87/100 AP | People Contained: 5/30 | Forces: 12 Soldiers, 5 Elites | Life Support: Stable | Owner: Raiders]
Control Center [Structural Integrity: 17/200 AP | Forces: Unknown | Owner: None | Life Support: Unknown | Cut-Off]
Primary Weapon Control Room [Structural Integrity: 89/200 AP | Forces: Unknown | Owner: None | Life Support: Unknown | Cut-Off]
Supplies:
~~~~~~~
Storage Dock
~~~~~~
- 125 Units of Scrap Metal
~~~~~~~~
Habitat Module 3
~~~~~~~
- 27 Units of Weaponry
- 32 Units of Scrap Metal
- 5 Units of Explosives
~~~~~~~~
Habitat Module 1
~~~~~~~
- 43 Units of Weaponry
- 14 Units of Scrap Metal
- 12 Units of Explosives
Reconstruction:
Scrap Metal: 0/750 Units
Scrap Electronics: 0/325 Units
Replacement Generators: 0/4 Units
Advanced Electronics: 0/75 Units
Station Weaponry: 0/25 Units
Life Support Modules: 0/3 Units
3 Turns Till Scouts Return5 Turns Till Supplies are Fully UnloadedEquipment:
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:335 Units of Scrap Metal
140 Units of Scrap Electronics
6
Steel Storms100 Refined 15mm Hollow-Point Rounds
Specialists:Six Steel Storm Armed Soldiers (?) [? = Group Name Pending]
Job: Soldier
Specialty: Infantry Combat
Skills:Battle Rage Modified Scrap HullEquipment:6x Mechanical Arms [For Manipulating, and Carrying Scrap]
Captain Sai'oda Fresa, and Endless Fury (Dwarmin)
You order the supplies loaded onto the Grav Lift, and your people set about doing it while you reload your gun, two spent shells and nothing but some destroyed droids to show for. As your men finish up you turn and track your way back to the intersection, and head towards the Propulsion Labs, this hallway is clean and clear of the rusted droids and blood spatter that the other one held so much of. Nearing the end of the hallway you find the doors ripped from their hinges and the inside of the Lab mostly intact, but the thing you focus on is a massive towering monster surrounded by eight skeletons. The thing may be dead, but the hundreds of holes and areas of scorched flesh show that it was a beast of war, the eight skeletons around it hold weapons in their hands and one of the skeletons has theirs crammed down the beast's throat, most likely it was him that killed it. You approach the skeletons and quickly take the guns as they are in working condition and then set about examining the room for more supplies.
3 Kg of Weaponry [G.C. Worth = 500, 12 Units (Each Unit arms 1 person)]
80 Kg of Old Computers
23 Kg of Encrypted Holo-Pads [Information On All Of Them]
2 Drones [Need Programming, 40 Kg Each, G.C. Worth = ?]
25 Kg Scrap Metal
30 Kg Scrap Electronics
5 Inactive Drones [
]
'Kitli' Deck Revolver [Atk: 8, Atk Speed: 1, Ammo: 6/6]
- 34 Revolver Slugs
Dunarium Reinforced 'Kitli' Power Gauntlets [Atk: 5, Atk. Speed: 2]
Skills:
Hate of an Empire - Hidden
Galactic Credits: 500 G.C.
Followers:
GRAV LIFT, and Rookie [AP: 25/25[color]
- Capacity: 444/1000 Kg
- 250 Kg of Various Basic Medical Supplies [G.C. Worth = 1500 or so]
- 50 Kg of Advanced Medical Equipment [G.C. Worth = 5000]
- 40 Kg of Old Computers
- 80 Kg of Scrap Metal
- 20 Kg of Scrap Electronics
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]
2 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 Fiend 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]
Narthendal Alens, and the Tendril of Darkness (Caellath)
You know lay in your room upon the
Tendril of Darkness, the lights are dimmed and your head feels likes its about to split from the pain, maybe drinking all night with your crew wasn't the best idea. In a few minutes you'll have to get up, and go to the bridge or else one of the crew working the bridge will come nagging at you to get up there and find some work, high expectations and what not. Sitting up you walk over to a sink set in the wall and shove your head into the cold water that fills it, pulling it back out a chill goes down your spine as you dry your off and start getting ready. Five minutes later and you find yourself sitting in the Captain's Chair looking out the view screen at a station that grows bigger by the second, your Navigation's Officer speaks up behind you, "Sir, I've got some reports from the station and it turns out their is a few groups on their looking for some help, the three main groups are a mercenary group called
The Raven Runners, a merchant group called
North Star Trades, and a branch of the R&D department of the U.M.
The Artifact Recovery and Research Organization. Do you want us to contact them before we arrive?"
Laser Rifle [Atk: 1, Atk Speed: 6, Ammo: 20/20]
- 10x Energy Cartridges
Skills:
Unnatural Luck - Lets just say you always seem to worm your way out the worst situations.
Respected War Veteran - Many people within the U.M. respect you for your actions during wars you served in, making it easier to deal with people within the U.M.
Galactic Credits: 0 G.C.
Helsburg Heavy Dunarim Hull PlatingTurret Mounts - 6
4
Mk. I Lynbar Point Defense Turret [Atk: 8, Atk. Speed: 5, Mount Cost: 1, Ammo: P.D. Rounds]
Munitions:500 Point Defense Rounds
3
Mk. I Stingray FighterDunarim Light Fighter Hull PlatingFuel: 50/50
Weapons:2 Mk. I Fiend Lasers [Atk: 2, Atk. Speed: 2]
1 Missile Holster [Missiles: 0/1]
Stingray Interceptor:Dunarim Light Fighter Hull PlatingFuel: 75/75
Weapons:3x Mk. I Fiend Lasers [Atk: 2, Atk. Speed: 2]
- Extremely Sorry for how long this took me, I'll have the second part up later today or tomorrow since I'm about a 1/3rd of the way finished with it.
- Sinpwn if you don't like the management/strategy type stuff I'm giving you please tell me and I'll pull back on them. Everyone else you guys will have chances for things like this if you want them as well.
- I'm doing some balancing work as we go, so if you see new specialists appear from nowhere, or current ones getting buffed that is what it is. I'm trying to balance everyone out, and balance you vs. the missions I have in mind for you.
- Also ignore the bad joke that is the turn name, I randomly choose events from a list, and it just happened to be those two ...