You try and see what you could sell. The shuttle would probably sell for a decent amount of money. After a bit of asking around, the best offer you get is about 1000 credits. Which is quite a bit less than what it's worth, but apperently the best you're going to get. The missile launchers might sell for quite a bit, but are unfortunately classified as restricted military material, preventing you from selling them without special license. The plasma corvette gun, remarkably, is not. The best price you could get for it here is 635 credits, which is less than it's worth, about 825 credits.
Meanwhile, a few others are trying to get the ship registered. The officer who handles the documents seems tired, and not very happy to see you here. After a short talk all the forms have been filled in, and know you only need to wait for the bureacratic machinery to do it's work. Untill then, you shouldn't leave this sections jurisdiction, though fortunately it carries quite far. The officer leaves you as soon as he's able, muttering something among the likes of: "Bloody mercs, think they can solve everything."
Searching for fighter pilots proves problematic. Galven III is kind of a backwater station, and never sees much action. The only fighters in the station are merchant escorts, and some law enforcement ships. You'd doubt you'd find a fighter pilots for hire here. You have only been here for about half an hour, when suddenly a large part of the law enforcement ships makes for a hasty departure. You wonder what could be going on?
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: 0.5 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)]
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
Integrity:60/60; Power: 0/2
- 4 Rail guns
Integrity:60/60; Power: 0/1;Ammunition: 0
- Turrets: [0/4 mounted]
Integrity:20/60
- 4 Missile launchers
Integrity:60/60; Missiles: 4/20
-Aegis missile (4)
-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: offline
Integrity: 40/40
-Lifesupport
Integrity: 30/60;Power use: 0/1; Heat: Normal
-Reactors
Integrity:120/120;3/8 main reactors online
Integrity: 40/200;5/8 Main reactors offline
-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 (2/5)
-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; Cargo:0/10
-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:20/40; Cargo: 0/200
-Cargo Bay D
Integrity:40/40; Cargo: 200/200
Cargo: (600.5/600)
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
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
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.
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