With the immediate danger negated, you decide to split up. The Salvation is send to salvage what it can from the corvette, while the cargoshuttle continues to the freight ship. You dock alongside it, and the crew jumps out to explore. Unfortunately, all the airlocks are unresponsive, forcing you to cut through the hull in order to get to the cargo. Your finds are exceptionally lucky, the first cargo bay turns out to contain a mediocre amount of Teladine hull plating, which is often used for the better civilian vessels. You even found a small amount of military grade hull plating. One of the bays previously contained circuits, but the cold and brief exposure to vacuum presumably destroyed them. The next cargo bays again contain hull plating, both military grade and civilian plating. The last cargo bay is also interesting, but sadly contains nothing of worth. Out of the few remaining parts, you can guess that it carried spare parts for shipboard reactors.
Meanwhile, the Salvation slowly reaches the corvette. One of the weaponry seems to be in a rather good state, and can be easily detached. You're delighted to find out that it is a plasma weapon. These weapons, while suffering from a high energy use and a relatively short range, can do a lot of damage in a short amount of time. In essence, the weapon overheats amount of gas (most often Hydrogen), then uses it's magnetic coils to fling it at an enemy. Another nice find are 4 Aegis missiles. While a bit dated, they are still in common use in large parts of the Galaxy. The fast and nimble Aegis can be used to take down enemy fighters, or even missiles. It's also often used to hit specific parts of lightly armoured ships, in order to disable them before they can do any damage.
After double checking to see if the ship's are completely looted, you undock and set your course, out of the scrapyard. It's a hazardous Journey, but one you have made several times before. As such, you don't have much problems evading any incoming ships or enemy drones. There's no time to check around for more stuff though. Outside, you meet up with the other ship, and resume the Journey towards the commercial Hub. Since you got time to spare, now would be a good time to check out your findings, maybe dissassemble the drone, or do some other stuff. Now that you're outside of the scrapyard, you can easily use the comm system or connect to the local variant of the internet.
- Corvette wreck. Might contain weaponry
- Cargo ship (cargo bay looks intact, might contain valuables, or not)
- Unidentified Cruiser (Heavily damaged.): Warning, surrounded by mines
-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)]
Credits: 1000
390 units of food (1 unit per crewmember per day)
Plenty of low quality scrap metal and damaged armour/hull plating
30 spacesuits (Modified emergency suits, not that durable, nor usefull.)
170 units of Teladine Hull plating
10 units of Military grade Hull plating.
Corvette class Plasma weapon
4 Aegis missiles.
Armour: Depleted, several holes (LQ patches).
-Hull Breach in: Cargo Bay C
Structural: Good shape, several holes (LQ patches)
Power supply: 3/8
Fuel: 123/2000
Crew: 30
Subsystems:
-Weaponry:
- 4 Lasers:
- 4 Rail guns: No ammo
- Turrets: missing
- 4 Missile launchers: Offline, but functionall (0/20 missiles loaded)
-Control
-LQ computer system (Entirely blank)
-Manual operation
-Sensors (Manually operated)
-LQ Passive sensor:online
-MQ Active (Targetting) sensor: offline
-Lifesupport
-Operational, but barely
-Reactor
- 3 out of 8 Main reactors
-Jumpdrive
-Jumpcore:Fine
-Jumpcontrol: Manual only
-Jumpcapacitors: Tertiary capacitors only
-Engine
- Main engines down (Severely damaged)
-4/8 Auxilary thrusters online
-Docking bay (1/5)
-Cargo shuttle (142/400 fuel)
-"Red Rocket" (Lamprey class boat) (49/100 fuel)
-Unidentified salvaged drone ship.
All auxilaries: 1 reactor when fully repaired (Current: 0.5)
Main engines: Up to 2 reactors (Current: 0)
Jump drive: At least 1 while charging, up to 3 reactors if fully repaired. (Note, activating a jumpdrive while changing delta v is dangerous, so the engines are presumed to be off while jumping) (Currently :0)
Lifesupport, sensors and varia: Up to 1 (Currently 1)
Weaponry:
-4 lasers for 2 reactors under normal circumstances. Continues fire will result in overheating and will use 1 reactor per laser
-4 mass drivers for 1 reactor
Free capacity: 1.5
-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
Chia Trotsky (GotdamnMiracle)
-Recon
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
Jumpdrives are used for intersector travel. They can be used for in sector travel, but the 24 hour + calculation time and the nessicity to maintain speed and heading are not really usefull.