You decide to buy a single tow missile, and check in for repairs. Sadly, it appears that this system does not posses it's own repair system. However, you do check for alternatives. It appears there's a large commercial shipyard one jump away, and the pirates hint that their base has repair systems too. (Note to self do sector map) They are also quick to note that there are multiple pirate cartels. Their is one of the older, but less armed ones. The current pirate operations are mostly the cause of an influx of new pirates, armed with state of the art weaponry. For now you do some basic repairs yourself, and manage to get the plasma cannon back online, fixing the fried fuse that caused the problem.
Taking up contact with the MMC is succesfull. While they aren't willing to give out mining rights to everyone who asks about them, they offer you an alternative. They want you to provide security for one of their mining groups, and are willing to give you a 10% share of the gathered resource. You are expected to prevent the mining group from being harmed though.
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)
- MMC operations
Galven System
-Inner system
-Outer system
Merope
-Inner system
-Outer system
Cor caroli Shipyard
Pirate sector
Pirate sector
Pirate base
Orbital fuel refinery A
Merope 3 trade hub Trade hub
Credits: 400
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: 3/20
-Aegis missile (2)
-Tow missile (1)
-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.
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