You maintain your course, and respond."Flight control, this is Salvation, requesting permission to dock for resupply and repairs, over".
The Flight control seems to muse a bit on this, but finally responds: "We got no logs on your ship. I presume this is the first time you enter this sector. I'm afraid I'm going to have to ask you some questions. Normally we'd get updated logs from the central administration every week, but those have been scarce as off lately."
At this point Diana takes over, and after a few minutes you get docking permission. The attentive employee also informed you that the station does have a fully equiped hospital, but that for anything save a live threatening injury you'd have to pay to get acces. He did however note that you should check with the local station authorities to get the ship properly registered.
As you slowly drift towards one the stations internal docking ports(The station is a repurposed shipyard, hence it's size) you do note that you're tracked by several of the stations defense turrets. Seems like they don't entirely trust you after all. The rest of the docking procedure completes without accidents and soon you find yourself walking on the inside of the station. And elderly engineer walks up to you, and says:"Bloody well haven't seen a ship like that in ages. Nor a ship in such a bad state. I'm pretty sure we can patch some stuff up for you, but it's going to be costly."
You leave some crewmembers behind to discuss possible repairs, then make your way to the outer parts of the station, where most of the traders operate, since it's the only section with decent gravity. After a few discussions, you find that the following list of things is availble at the station, but you could look for specifics, of course.
Missiles
- Aegis Missile (Small, very fast, decent range , low payload): 125 each (13 available)
- 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
Weaponry:
HD railgun shells: 20/ unit (67 available)
Explosive railgun shells: 50/unit (23 avaible)
General:
Fuel: 2 credits each
Food: 2 credits each
Simple tools: 250
Advanced tools: 575
Circuit printer: 920 (Slow, simple machine that can print circuits if fed resources and energy)
Resources: (A system repair will need about 10 of these, with difference on how complicated they are)
Simple electronics 10/unit
Electronics 25/ unit
Complex electronics: 50/unit
MQ resources: 10/ unit
Hull plating:
Dunarim light hull plating: 1/unit
Teladine hull plating: 5/unit
Breach repair: 50
Lifesupport fix: 100
Replacing patches with Dunarim: 500
Replacing patches with Teladine: 2000
Structural fixes: 1250
Reactor fix: 400 each
Jumpcapacitor fix: 750 for secundary, 2000 for full
Main engine fix: 800 each (You got 2 main engines)
Auxilary thruster fix: 150 each
- 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
No, no we should say about wounded it's easy to check.
BTW how much living quarters do we have? Is 30 men crew adequate for the cruiser?
Diana will try to tell believable story to flight control about glorious assault on the pirate cruiser. Use all feminine powers, cry a bit mourning fallen comrades [/i]
Quite a bit more than 30. The Cruiser was designed to operate with a complement of 75 people, but could carry quite a few more for special operations.