Diana showed some sympathy to the merchant, asked about the price for repair of the jumpdrive, asked about it's size and armaments and about the militia that seized his fleet. Later in conversation she offered some a variant how they could help each other... If repair is achievable using Salvation funds and it's resource reserves she promised to talk with the rest of crew about it. Of cause if Merchant would agree to work together for some time
You compassionatly inquire some more about the status of the merchant's jumpdrive. He shows you the engineers reports. The drive is still fairly intact, except for the crack going almost straight through it's outer and most of it's inner casing. There's also some minor secondary damage to the drive's control systems, and the drives calibration system is little more than a heap of molten slag. However, these latter are mostly irrelevant, as the crack is too wide to be repaired, meaning that the entire compression coil needs to be replaced. You could ,of course, try to patch it up, but it wouldn't have the structural strength it once had and there would be a significant change of malfunction of the containment system, with an explosive discharge as effect. More optimistically is that the central core appears to be intact.
The merchant's vessel is a fairly modern modified Cargo hauler. Even in it's damaged state, it's still a marvelous sight to behold. It's powered by 2 pulse fusion engines, allowing it to outrun most vessels, while the sleek silvery hull keeps it's safe from most dangers. It's integretated lifesupport systems allow long and comfortable flights. Like all "Scarab" class personnel transport, it's also capable of orbital reentry and flight in even the most difficult circumstances. All this comes at the price of a rather limited cargobay, which thankfully can be solved using external extendable cargobays.
It appears to be unarmed, but you know very well that this probably isn't the case.
The Jumpdrive is a curious and complicated technology. Centerpiece of every drive is the Jumpcore, a compact and highly advanced system that allows the manipulation of the time space continuum through the temporary creation of dark and exotic matter. The Energy required for these operation is enormous, but thanks to some clever tricks, only a fraction of that energy is actually used, with the most being temporally lend from surrounding space and/or the ship itself.
Jumpdrive components:
-Capacitor: The primary injector of power. Power is injected in the form of highly ionized plasma, which is stabilized by the compression coil
-Compression coil: Build into the casing of the drive. The compression coil stabilizes the plasma, keeping it contained between the inner and outer case untill the drive needs to activate. A failure of the compression coil is the most likely cause for a Jump drive accident, though it doesn't cause the worst accidents.
-Neutron annihilator: Uses a coherent stream of neutrons for a high efficiency transfer of matter to energy. The fact that most of the energy is released in the form of radiation is not important.
-The core: A small object, varying between 5-50 cm across. This intricate and high tech mechanism uses the enormous energies released to manipulate the fabric of time and space by the ((temporary)) creation of exotic and dark matter.
((Probably doesn't make much sense, but...))
Missiles
- Emergency flare (Longe range, large, slow ,thermic payload designed to show up on radar screens) :26
- Skiff missile (Designed to confuse enemy targetting, slow, short ranged) : 37
- Comm jammer missile (Designed to jam enemy com systems) :48
- Aegis Missile (Small, very fast, decent range , extremely small payload): 137 each (121 available)
- Mosquito missile (Small, fact, decent range, small payload): 56 each (123 avaible)
- Dummy misille (Small-Large, decent range, no payload): 16 each (Avaible in all sorts/ sizes)
- Firelance missile (Small, long range, dumbfire, medium payload): 89 (65 avaible)
- Dragonfly anti fighter missile (Small, long range, Image recognition, Small-medium payload): 120 (65)
- Ion missile (Stuns, small, long range, Laser targetted, Stun payload) 765 [12]
- Asteroid Crusher (Slow, short range, Dumb fired, High yield payload): 425 (6)
- Light Driller nuke (Extremely slow, large range; dumb fire, Nuclear payload): 1690 [Requires permits to have and use] (1)
Weaponry:
A variety of weaponry is avaible. Search and you will find.
General:
Fuel: 2.7 credits each
Food: 1.3 credits each
Simple tools: 349
Advanced tools: 610
Microbiochemical labratory: 1710
Foundry: 890
Crate of perfectly ligimate biochemicals: 121
Automatical Medical scanning unit: 890
Nanofactory: 31.000
Resources: (A system repair will need about 10 of these, with difference on how complicated they are)
Simple electronics 9/unit
Electronics 19/ unit
Complex electronics: 54/unit
Experimental electronics: 34/Unit
LQ resources: 3/unit
MQ resources: 12/ unit
HQ resources: 27/unit
Hull plating:
Dunarim light hull plating: 0.9/unit
Teladine hull plating: 5.5/unit
Military quality hull plating: 20/unit
Zeus (Large gasgaint)
-New Athena
-Several other moons
Asteroid belt
Hephaistos (Gasgiant)
-New Thebe
-Ganymede
-Callisto
-Several other moons
Asteroid belt
Midnight
Prodistum-23
Gas giant
Gasgiant
- Asteroid belt
- Asteroid belt
- Barren planet [Bombarded]
- Aquatic planet [bombarded]
-Moon (light bombardement)
- Terrestial, planet [bombarded, thick+ poisonous planet]
-Moon: [Habitable]
Vanguard
An NGO wants you to bring humanitary aid towards the pirate controlled sectors in the libertitas system. Technically, the pirates are supposed to be quarantained and bereft of supplies, but the governement doesn't posses the force to maintain the blockade.
A Mining compagny is looking to hire people to find out what happened to it's mining outpost, which was located in one of the sectors taken over by the pirates. They also have security enforcement options for several other mining installations.
Some civilians are having problem with their spacestation. It was recently hit by a micrometeroid, and they need to gather a lot of spare parts for repairs.
You can probably gather more jobs near the black market, or somewhere else.
Credits: 994
Merchants: Acquinted
MMC: Acquinted
Military: Not trusted
Sector Police: Currently being registered
A large Alliance Cruiser, dating back to the war. Modified and refitted by the crew. The ship's painted in light blue, with several spots and stripes added to aid in visual deception. There are several fake spots on the wings, and stripes to make the ship appear longer. The Engines are painted in a blue/white combination, matching the color of the engine exhaust(in space, in the air it's quite obvious if the engines are on or not). The top bridge is flanked by 2 stars, painted in orange and black. On the sides, the name of the ship is painted in big friendly letters.
Armour: Depleted, several holes ( 4490 Good. 1220 damaged, 310 Teladine)
Structural: 1800/3000
Power supply: 4.75/7 (5/5 storage)
Fuel: 208/2000
Crew: 30
-2 Pirates [Combat:1.00] [Eva: 0.5] [Piloting: 0.2]
-10 boarders [Eva: 1.00] [Combat: 0.25]
-10 Engineers [EVA: 0.5] [Engineering: 0.5]
-8 remaining crew [Varied skills: 0.4]
Subsystems:
-Weaponry:
- 4 Lasers
Integrity:60/60; Power: 1/2 ; Heat: 0/5
- 4 Rail guns
Integrity:60/60; Power: 0/1;Ammunition: 1 slugs, 2 arrow, 20 fighter shells
- Turrets: [3/4 mounted]
Plasma cannon turret
Integrity:15/15 Power: 0.5/0.5
Quad fighter railgun turret
Integrity:15/15 Power: 0.25/0.25 Ammuntion: 400/400
Flak cannon
Integrity:15/15 Power: 0.1/0.1 Ammuntion: 20/50
Pulse laser (AI)
Integrity:15/15 Power: 0.25/0.25
- 4 Missile launchers
Integrity:60/60; Missiles: 18/20
- Tow missile (1)
- Mosquito missiles (2)
-4 aegis missiles (Very fast, agile, Very low payload)
-2 Wasp missiles (fast, unguided, small payload)
-3 Dragonfly anti fighter missile
-4 Dummy missiles
-3 Firelance missiles
-1 Emegency flare missile
-Control
BridgeIntegrity: 20/20 Manned; MQ computing system; Cargoship OS
Automated sensor systems: Online (+2 to targetting and detection)
-Sensors
-MQ Passive sensor:online
Integrity: 30/30
-MQ Active (Targetting) sensor: online
Integrity: 40/40
-Lifesupport
Integrity: 60/60;Power use: 1/1; Heat: Normal (0/20)
Heatsink: Integrity: 20/20;Heat: Normal (0/5)
-Reactors
4/7:Online;Integrity:40/40;
3/7:Offline;Integrity:2.5/40;
Civilian Pulse reactorOnline Integrity: 20/20
Battery Integrity: 10
-Jumpdrive
-Jumpcore
Integrity: 75/80Charge: 50%
-Jumpcontrol:
Integrity: 40/40;Manual control;Slow automatic calc
-Jumpcapacitors
Integrity: 26/80; Tertiary capacitor only Power: 1/3
-Engines
- Main engines (1/2 working)
Engine one: Integrity: 50/50 Power: 1/1
Engine two: Integrity: 5/50 Power: 0/1
-Auxilary thrusters
Integrity:40/80;4/8 Online Power: 0.5/1
-Docking bay (4/4)
-Cargo shuttle (142/400 fuel)
Integrity: 80/80;Armor: 200/200; Cargo:000/1000
-"Red Rocket" (Lamprey class boat) (43/100 fuel)
Integrity: 60/60;Armor: 60/60; Railguns: Online;Ammo: 100/100 Cargo:0/10
-Pirate Fighter (20/50 fuel)
Integrity: 60/60;Armor: 20/20; Missiles(2/2): Handmade Missile Cargo:0/20
-Pirate Fighter (20/50 fuel)
Integrity: 60/60;Armor: 20/20; Missiles(2/2): Handmade Missile Cargo:0/20
-Cargo Bays (5)
-Cargo bay Alpha
Integrity: 100/100; Cargo:1250/1250
-Cargo Bay A
Integrity: 40/40; Cargo:200/200
-Cargo Bay B
Integrity: 40/40; Cargo: 200/200
-Cargo Bay C
Integrity:40/40; Cargo: 200/200
-Cargo Bay D
Integrity:40/40; Cargo: 200/200
Other:
-Medbay [0/10 People; Decent equipment. Supplies:5/10]
-Habitation
-Common room
-10 4 people chambers
-2 20 people chambers
Cargo: (686.1/2050)
Food:
436 units of food (1 unit per crewmember per day) [109]
HQ rations (=200 rations. Note: doesn't include water and stuff)[1]
1 box of medicine [1]
Plenty of low quality scrap metal and damaged armour/hull plating [135]
5 Cargo protection [5]
44 duranim [44]
5 Teladine [5]
3 Military plating [3]
25 units of cheap electronics[3.0]
Complex electronics [8]
5 units of MQ resources[11]
Weapon scrap [34]
31 spacesuits (Modified emergency suits, not that durable, nor usefull.) [3.1]
1 Mechanized space suit [0.5]
Advanced tools [20]
2 Crawler drones [10]
Automated hand guns [1]
AI core [1]
Crates [2]
2 GL (standalone) -
4 GL (attachment)
6 ion G. reusable -
20 inc. G
100 frag G. -
40 space suits (decent quality)
20 patches
10 breaches
475 units of railgun ammunition [Scrap Based, S] [47.5]
25 Hollow rail gun shells [Scrapbased, L] [25]
-Water [25/25]
8 ballista arrows [Scrap based, M] [4]
10 ballista arrows [Scrapbased, Hardened arrow head ,M] [5]
9 HD slugs [Scrapbased, L] [9]
3 Hand made missiles(Slow, unguided, Medium payload) [Unreliable] [3]
10 mosquito missiles [5]
Damaged Original reactor [200]
Short use (Dodging, in area short movement)
- Cargo shuttle: 5 fuel
- Lamprey: 1 fuel
- Auxilary engines: 1.25 each
- Main engines: 10 each
Medium use(Exploration of sector, moving between relatively close sectors)
-Cargo shuttle: 10 fuel
- Lamprey: 5 fuel
- Auxilary engines : 2.5 each (Note, even at the best of times you can only use 4 due to their placement)
- Main engines : 15 each
Long term use (Moving between relatively far away sectors)
-Cargo shuttle: 25 fuel
- Lamprey: 10 fuel
- Auxilary engines : 7.5 each (Note, Even at the best of times you can only use 4 at once due to their placement)
- Main engines : 25 each
-John Gibson (TylerTheCreator)
-Gunner
-Promtho (Terra 162)
-Engineer
-Diana Banks (Ukrainian Ranger)
-Diplomat
-George William Gyralt (GreatWyrmWold)
-Doctor
-Legion McCaffee (Dariush)
-Mechanic
Max Lukasson (Tophat)
-Pilot
-Baxter (Hubris Incalculable)
-Computer Technician
Charlie Phelps (The Card)
-Field medic
Shia Trotsky (GotdamnMiracle)
-Recon
-Lightweight armored EVA equipment (+4 defense, fire resistant)
David Chapel
-Head of personnel
Domas (Aseaheru)
-EVA
-Pulse rifle
If you want an action executed by the crew, just type and bold it. If you want it to be done by your character, please explicitedly state so, and use bold +Italics.
Character actions might be ignored during conflicts or for secret GM reasons.
Anyway, going to list combat modifiers just because I can. These are not used in the previous encounter, because the system wasn't ready. These can be subject to additional modifiers from player actions.
For targetting:
Cruiser class weaponry: - 4
No targetting computer: -1
Laser weaponry: +2
Plasma weaponry: +4
MQ targetting sensor: +1 (No sensor= -2)
Evasive manoevres: +2 (Requires thrusters)
Cruiser: -2
Frigate: -1
Corvette:0
Damage:
Cruiser class weaponry: + 4
Depends on rail gun ammo: +X
Cruiser class medium armor: +6
armor damage: -2
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