Max fires up the auxilary engines, and the ship rapidly turns, allowing the plasma turret a clear shot at the incoming missiles. John takes aim,
... but the plasma cannon jams, and the plasma is loosed, dissipating harmlessly a few meters from the ship. The merchant point defenses are unable to come to aid, as they are flak based, giving them a limited range. Max waits, even though the missiles are closing in rapidly, and with only 3 seconds on the clock, fires all thrusters. With suprising agility, the ship jumps to the side,
... and 2 of the missiles shoot past the cockpit, with only a few meters to spare. A soft thud
... indicates that the other missile hit, but apparently it failed to pierce you armor.
You rapidly retaliate, launching 2 missiles at the fighters, followed up by a blast of shrapnel from the main guns. The enemy fighters
... try to avoid the missiles, but only one of them succeeds, the other
... takes a nasty hit to his engines, though he does try to continue. Barely recuperated from the several G manoever he just pulled of to shake the missile
, the fighter is unable to evade the screen of metal and... takes some damage. The other fighter ... was not in the railguns line of fire.
You then unleash your laser cannons on the cargo ship ... and while only one of them hits ... it cuts through the flimsy armor of the ship as if it were paper, and the ship dissappears in a cloud of flames as the fuel tanks are breached. As it clears up, the back of the ship emerges from the flames, still glowing from the heat, surrounded by the molten globs of metal that once made up the front parts.
The fighters, having seen this enormous display of force, are running away like their lives depends on it, which it probably does.
Length: 3 Jumps
Destination: Orbital Fuel refinery
Possible dangers: Pirate attack
Pay: Fuel expenses + 500 credits
Fighter A 8/10 hp Damaged engines
Fighter B 7/10 hp
- Station investigation
Galven System
-Inner system
-Outer system
Merope
-Inner system
-Outer system
-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: 4/8
Fuel: 113/2000
Crew: 30
Subsystems:
-Weaponry:
- 4 Lasers
Integrity:60/60; Power: 2/2
- 4 Rail guns
Integrity:60/60; Power: 0.25/1;Ammunition: 2 slugs, 1 arrow, 20 fighter shells
- Turrets: [1/4 mounted] [Plasma cannon]
Integrity:30/60 Power: 0.5/0.5
- 4 Missile launchers
Integrity:60/60; Missiles: 2/20
-Aegis missile (2)
-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: online
Integrity: 40/40
-Lifesupport
Integrity: 60/60;Power use: 0.75/1; Heat: Normal
-Reactors
4/8:Online;Integrity:40/40;
4/8:Offline;Integrity:2.5/40;
-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; Railguns: Online;Ammo: 100/100 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
-Habitation
-Common room
-10 4 people chambers
-3 20 people chambers
Cargo: (439.5/800)
360 units of food (1 unit per crewmember per day) [195]
Plenty of low quality scrap metal and damaged armour/hull plating [50]
30 spacesuits (Modified emergency suits, not that durable, nor usefull.) [3]
10 units of Military grade Hull plating. [10]
95 units of railgun ammunition [Scrap Based, S] [9.5]
10 Empty rail gun shells [Scrapbased, L] [10]
9 ballista arrows [Scrap based, M] [4.5]
8 HD slugs [Scrapbased, L] [8]
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
Why did you guys need to one shot my encounter? It's not fun that way.