You fly the Salvation towards the disabled Pirate vessel, and prepare to board. Unfortunately, the Miners don't agree with this salvaging operation, and start their short Journey back to the jumping point. Since it's only a short jump, it'll take them no more than 15 minutes to charge their jumpdrives. While the Mercenary doesn't want to aid in the boarding operation, he does decide to stay around till the fleet jumps.
Everyone suits up, and 20 of your troops, lead by Domas, prepare to enter. Due to the short distance, a spaceship will not be ready, and you decide just to spacewalk to the ship. Armed with a variety of tools, or in the case of the pirates, their own personall weaponry, you make a ramshackle militia at best, but you don't expect much resistance of the pirate forces on board anyway.
You easily manage to enter on the upper deck. The missiles appear to have been quite destructive, tearing large holes in the hull and the rooms around it. After some searching around, you manage to find the door that leads inside. Sadly, it has been heavily mutilated by the missile fire, meaning that you'll have to force your way inside.
... A shot from a heavy welder easily breaks it open. Inside, nothing else awaits you than even more death and destruction. Several crew members lie death in some corners, and the room has been entirely depressurized. This is the same through the entire top deck(which includes to cockpit, sensors, and a missile launcher). Everything appears death, though your men are able to shed light in the darkness using their flashlights.
Luckily for them, the ship's single elevator's still powered and working, and as such, they move downward to the second deck, which should include the most vital parts of the ship.
When the elevator's doors open, stale air rushes inside, though it is far from breathable. Not a single light is to be seen, and nothing moves. Your troops once more sweep the entire deck, cargobays, crew quarters, lifesupport, and then the reactor room. A fire appears to have ravaged the room, and reactor seems far from stable. It's shielding system flickers with worrying frequency, and the auxilary stabilizers appear to be offline. It's best not to hang around here for long, so your men prepare to leave. It's at that moment they are ambushed by what appears to be the remaining crew. 8 astronauts, equiped with similair suits as you, and wielding simple laser blasters.
They open fire
. What follows is a comedic barrage of fire, which perfectly explains why most flashlights are considered more dangerous than the Zachytron Industries Civilian Self defense A-class laser. Nevertheless, one of your crewmembers get's hit in the chest, and goes down without a noice. it appears the blast pierced straight through his suit, and has severly wounded him. Getting him back will be hard, even more because of the vacuum through the entire ship. Angry, you return fire, killing 5 of the boarders, and wounding 2. The last one surrenders.
Those are not the your only problems though. Your jumpdrive has just registered 4 incoming jumpsignals from the Pirate sectors. They have to move some distance before they get near you, and your passive radar has so far failed to pick up their signals.
Domas (8/8 hp Attack: 2 Def 2)
- Emergency spacesuit (-4 to defense)
- Heavy welder (+4 to attack, requires reload after firing. 2/2 ammo)
- Laser blaster (-4 to attack)
17 crewmembers (85/85 hp Attack: 1 Def: 1)
- Emergency spacesuit (-4 to defense)
- 5 heavy welders (+4 to attack, requires reload after firing. 9/10 ammo)
- 4 laser welders (-2 to attack, 16/16 ammo )
- 10 laser blasters (-4 to attack)
2 pirates (12/12 hp) (Attack: 2 Defense: 2)
- Emergency spacesuit (-4 to defense)
- Upgraded laser blaster
- Standard pistol
Merc (6 railguns, Multiple missiles,2 PD)
3 Mobile mining bases
30 Mining ships
2 PD freighters
Frigate 2 [Heavy armor damage] [Medium Structural damage][System damage: ]
Current distance: mid range-close range
- 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: 0
Merchants: +1
MMC
Armour: Depleted, several holes ( 4510 Good. 1200 damaged, 170 Teladine , 40 LQ patches, 50 melted LQ , 50 missing)
Structural: 1780/3000
Power supply: 4/8
Fuel: 370/2000
Crew: 30 (2)
Subsystems:
-Weaponry:
- 4 Lasers
Integrity:60/60; Power: 1/2
- 4 Rail guns
Integrity:60/60; Power: 1/1;Ammunition: 1 slugs, 2 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
-Tow missile (1)
-Mosquito missiles (2)
-Control
Integrity: 20/20 Manned; LQ computing system; Cargoship OS
-Sensors No computer Assistance
-MQ Passive sensor:online
Integrity: 30/30
-MQ Active (Targetting) sensor: offline
Integrity: 15/40
-Lifesupport
Integrity: 60/60;Power use: 1/1; Heat: Normal (1/20)
-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) (43/100 fuel)
Integrity: 60/60;Armor: 60/60; Railguns: Online;Ammo: 80/100 Cargo:0/10
-Pirate Fighter (13/50 fuel)
Integrity: 46/60;Armor: 14/20; Missiles(0/2): Handmade Missile Cargo:0/20
-Pirate Fighter (1/50 fuel)
Integrity: 60/60;Armor: 20/20; Missiles(0/2): Handmade Missile Cargo:0/20
-Cargo Bays (4)
-Cargo Bay A
Integrity: 20/40; Cargo:000/200Depressurized
-Cargo Bay B
Integrity: 0/40; Cargo: 000/200Depressurized
-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: (425.9/400)
400 units of food (1 unit per crewmember per day) [200]
Plenty of low quality scrap metal and damaged armour/hull plating [48]
29 spacesuits (Modified emergency suits, not that durable, nor usefull.) [2.9]
75 units of railgun ammunition [Scrap Based, S] [9.5]
11 Empty rail gun shells [Scrapbased, L] [11]
8 ballista arrows [Scrap based, M] [4]
9 HD slugs [Scrapbased, L] [9]
Advanced tools [20]
2 Crawler drones [10]
7 Hand made missiles(Slow, unguided, Medium payload) [Unreliable] [7]
2 units of complex electronics [2]
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
Domas (Aseaheru)
-EVA
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
Feel free to ask for a map, or try to explore on your own. The plot is rigid enough for me to avoid railroading.
[/quote]
You guys tend to be quite lucky in your attacks . The missile bombardement took out the frigate's reactors, and the railgun shots disabled the missile launcher.
[/quote]