Advanced tools: 575
Lifesupport fix: 100
Breach fix: 50
Replace as many patches as we can both using our own engineers and platings and spending rest of out money on the help of more experienced engineers. Repair at least one turret and install the plasma. If we keep it, it shouldn't serve as a dead cargo (Hull integrity is important)
Advanced tools are bought, and lifesupport is restored to it's former glory. The Breach in the cargo bays is fixed, allowing you to acces all your storage space again. A large part of the patches are replaced with the superior Teladine plating, but some holes remain. A single turret mount is repaired, and the plasma turret is mounted.
Not much money remains, and as always power remains a problem.
The registration process of a ship is normally handled by the local authorities, but it seems they have other things on their hands. It could take some time for the documents to make it through. Nevertheless, you can still travel around the nearby sectors. After all, registration documents are only needed when passing one of the sector border beacons, or when involved with the police.
You hail the merchant, and tell him you're willing to escort his ship. He transmits you the data on the trip and payment. The ship will leave tomorrow morning.
Length: 3 Jumps
Destination: Orbital Fuel refinery
Possible dangers: Pirate attack
Pay: Fuel expenses + 500 credits
Missiles
- Aegis Missile (Small, very fast, decent range , low payload): 125 each (13 available)
- Emergency flare (Longe range, large, slow ,thermic payload designed to show up on radar screens) :50
- Skiff missile (Designed to confuse enemy targetting, slow, short ranged) : 20
Weaponry:
HD railgun shells: 20/ unit (67 available)
Explosive railgun shells: 50/unit (23 avaible)
General:
Fuel: 2 credits each
Food: 0.5 credits each
Simple tools: 250
Advanced tools: 575
Circuit printer: 920 (Slow, simple machine that can print circuits if fed resources and energy)
Resources: (A system repair will need about 10 of these, with difference on how complicated they are)
Simple electronics 10/unit
Electronics 25/ unit
Complex electronics: 50/unit
MQ resources: 10/ unit
Hull plating:
Dunarim light hull plating: 1/unit
Teladine hull plating: 5/unit
Structural fixes: 1000
Reactor fix: 400 each
Jumpcapacitor fix: 750 for secundary, 2000 for full
Main engine fix: 800 each (You got 2 main engines)
Auxilary thruster fix: 150 each
- Merchant escort
- Station checkout
-Inner scrapyard: [Illegal to be here]
-Outer scrapyard: A more dangerous place, since ships are actively dumped here and the automated droid patrols make harvesting harder [Illegal to be here]
-Scrapyard borders: Sometimes scrap floats outside of the scrapyard, allowing everyone nearby free pickings.
-Galven III orbital habitation station: The majority of this sector resides here, or on the planet below. Due to the risk of an epidemic and a paranoid governement, planet acces is strongly limited, hence the creation of the orbital hub.
-Galven III Trade hub: This station includes a repair station, and has some governement officials. You probably could get your ship registered here.
-Galven III jump beacon: [ Pirates(seldomly seen)]
Armour: Depleted, several holes ( 4500 Good. 1200 damaged, 170 Teladine ,130 LQ patches)
Structural: Good shape, several holes (LQ patches)
Power supply: 3/8
Fuel: 123/2000
Crew: 30
Subsystems:
-Weaponry:
- 4 Lasers
Integrity:60/60; Power: 0/2
- 4 Rail guns
Integrity:60/60; Power: 0/1;Ammunition: 0
- Turrets: [1/4 mounted] [Plasma cannon]
Integrity:30/60 Power: 0/0.5
- 4 Missile launchers
Integrity:60/60; Missiles: 4/20
-Aegis missile (4)
-Control
Integrity: 20/20 Manned; LQ computing system; Cargoship OS
-Sensors No computer Assistance
-LQ Passive sensor:online
Integrity: 20/20
-MQ Active (Targetting) sensor: offline
Integrity: 40/40
-Lifesupport
Integrity: 60/60;Power use: 1/1; Heat: Normal
-Reactors
Integrity:120/120;3/8 main reactors online
Integrity: 40/200;5/8 Main reactors offline
-Jumpdrive
-Jumpcore
Integrity: 75/80
-Jumpcontrol:
Integrity: 40/40;Manual control;Slow automatic calc
-Jumpcapacitors
Integrity: 26/80; Tertiary capacitor only Power: 0/3
-Engines
- Main engines down (Severely damaged)
Integrity: 10/100 Power: 0/2
-Auxilary thrusters
Integrity:40/80;4/8 Online Power: 0.5/1
-Docking bay (2/5)
-Cargo shuttle (142/400 fuel)
Integrity: 80/80;Armor: 200/200; Cargo:0/1000
-"Red Rocket" (Lamprey class boat) (49/100 fuel)
Integrity: 60/60;Armor: 60/60; Cargo:0/10
-Cargo Bays (4)
-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
Cargo: (518/800)
390 units of food (1 unit per crewmember per day) [195]
Plenty of low quality scrap metal and damaged armour/hull plating [100]
30 spacesuits (Modified emergency suits, not that durable, nor usefull.) [3]
10 units of Military grade Hull plating. [10]
2 fighter sized Railguns[10]
75 units of railgun ammunition [Scrap Based, S] [7.5]
2 Small thrusters[10]
Advanced tools [20]
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
David Chapel
-Head of personnel
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: -2
Laser weaponry: +2
MQ targetting sensor: 0 (No sensor= -2)
Evasive manoevres: +2 (Requires thrusters)
Damage:
Cruiser class weaponry: + 4
Depends on rail gun ammo: +X
Cruiser class medium armor: +6
armor damage: -2
As a note about auxilary thrusters. You can only use 4 thrusters at the same time for arceleration, while doing complicated manoevres (like dodging incoming shots) it is useful to have all 8 thrusters online./