You search the local networks for interesting offers, and are sad to find out that there's no such thing as a mining laser. The energy needed for vaporising useless rock is way to costly, making them economically uninteresting. Mining explosives and modified railgun shells are available though, as well as a variety of industrial equipment. Though quite a few things require licenses you don't have, some of them are accesible and within your budget, if only barely. Some others are not, but it is nice to know they are there.
You're unsure what to do with the pirates, so you just leave them where they are for the moment. Charlie chats with them, and listens to their stories. It's the same story you'd hear every day. They had nothing, and then someone picked them up and offered them a job. They seemed quite content of their lives there, but don't feel much for the people you killed on the cargoship. Apparently crews are switched out often.
Meanwhile, some others are checking on mining licenses. It appears that in most sectors these are sold to the highest bidder, though some sectors work on a per asteroid base. The mining rights for Merope are all in hands of the MMC, the Merope mining cooperation. Looking for more info, you stumble on an interesting piece of news, apparently pirate forces have attacked and captured one of the MMC's privates sectors, destroying the local patrol ships and capturing more than 100.000 credits in raw materials. The MMC has reacted to this by hiring mercenaries, and placing bounties on several of the Pirate captains.
Missiles
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
Tow missile (Basic laserguided missile +rope[Reuseable]): 125
Asteroid Crusher (Slow, short range, Dumb fired, High yield payload): 375 (6)
Driller nuke (Extremely slow, large range; dumb fire, Nuclear payload): 2000 [Requires permits to have and use] (1)
Weaponry:
HD railgun shells: 19/ unit (67 available)
General:
Fuel: 1.8 credits each
Food: 0.5 credits each
Mineral scanner: 300 credits
Industrial blast forge and refinery: 2175 (Large, power hungry)
MQ resources: 9/ unit
- Station investigation
Galven System
-Inner system
-Outer system
Merope
-Inner system
-Outer system
Orbital fuel refinery A
Merope 3 trade hub Trade hub
Credits: 525
Merchants: +1
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: 293/2000
Crew: 30 (2)
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 (4/5)
-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
-Pirate Fighter (24/50 fuel)
Integrity: 48/60;Armor: 8/20; Missiles: Com jammer Cargo:0/20
-Pirate Fighter (13/50 fuel)
Integrity: 42/60;Armor: 6/20; Missiles: Com jammer Cargo:0/20 Engine Damage
-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: (461.5/800)
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]
2 Crawler drones [10]
2 mosquito missiles (Very Fast, laser guided, Low yield shaped payload)[1]
11 Hand made missiles(Slow, unguided, Medium payload) [Unreliable] [11]
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
Feel free to ask for a map, or try to explore on your own. The plot is rigid enough for me to avoid railroading.