While the ship is cruising towards the Galven III spaceport, everyone inside is hard at work. The drone is dissected and dissassembeled and the parts are stored away. The missiles are loaded and some of the scrap metal is compressed into extra rail gun shells. They are pretty small, capable of being fitted into the fighter sized guns, since those were the only shells you had examples for. Besides, if needed the railgun can probably fire a whole lot at once. You could try to make other scrap based munition if you tried.
Some ideas are bounced around on how to make the ship not look stolen, but you haven't got a faint idea.
Meanwhile, Diana used the cargo shuttle's comm system to check up onto some of her former contacts. In the end, she gets 2 jobs that might be worth taking. One of your friends asks you to look out for one of his merchant ships that might be leaving the sector soon. Another opportunity would be to check up on a a solitary research station, a few jumps away. They should have send a message drone a few days back, but nothing was heard from them.
Promtho meanwhile is looking to salvage yet another reactor, and finds that he might be able to do so, should he take parts from the other broken reactors and use some maintenance parts. This would however make future repairs harder.
At the same time, Baxter is looking for a freeware ship OS. Since military grade OS'es are rather hard to find, he has to be content with the OS for a large freighter. At least it's in the same size category, and will be capable of calculating jump patterns and navigating docking sequences without crashing into anything. It's far from optimal, but beats entering commands by hand.
All this work is however interrupted, when the following message is transmitted over the comms.
"This Galven III orbital flight control to Unidentified warship on approach course 8734.532. Please Identify yourself, and maintain your current trajectory. Failure to identify yourselves will be seen as a hostile action, and will have repercussions."- Merchant escort
- Station checkout
-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
2 fighter sized Railguns
75 units of railgun ammunition [Scrap Based]
2 Small thrusters
Small fuel tank (26/50)
Armour: Depleted, several holes ( 4500 Good. 1200 damaged, 300 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 (4/20 missiles loaded)
-Aegis (4)
-Control
-LQ computer system ( Large cargoship OS)
-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,(Slow automatic calculation)
-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.
[/quote]