The escort job is accepted unanimously. However, despite much effort Diana fails to get the merchants to pay in advance. After all, it's but a routine trip, with little chance for actual danger. Nevertheless, the crew thinks it wise to make the Salvation combat ready. Parts from the broken reactors are salvaged, and are used in bringing yet another reactor online.
One of your number goes to the engineers, and inquires what the broken reactors would be worth. The engineer answers that he'd be willing to offer 200 a piece. You also ask what a new reactor would cost. The answer is simple: 2000 credits, installation costs not included.
Meanwhile on the Salvation, multiple designs for railgun are produced. A large quantity of fighter sized ammunition is fabricated, both for use in the main railguns as for use as the fighter sized ones. Some containers are made, though it is not clear how well these will hold up when launched. Several pipes and struts are sharpened and shaped in long spikes, creating compact but dangerous ammunition. Finally, the densest materials are gathered and welded together, creating several High density slugs for use in the main guns. About half the scrap metal avaible is used in the production. Now all that remains is chosing which shells to load in the guns, and testing them out.
Some minor attempts are made at upgrading the Red Rocket. While adding the thrusters won't be possible without cutting to the hull to connect the fuel lines, which would seriously weaken the construction, adding the railguns proves trivial. They are however unarmored, fixed forward facing and can't be reloaded midflight, but it'll have to do. Extensive manoevres, like athmospherical flight, will easily tear them off.
With all preparations finished, you take some rest, before setting of in the morning. The first part of the Journey proves uneventfull, and boring. The jump beacon is relatively close to the station and no pirates are seen. As you wait for the Jumpdrives to charge, you're happy to know that these beacons are found over the entire traject. While the name might be misleading, because the Jumpdrive navigates solely on gravitic influences in the space time continuum, they are vital for fast interstellar travel. Calculating jump trajectories is an extremely complicated and long endavour , and a small error might result in a unfortunate collision with the local sun. The jump beacons, which always remain in the same place around the main body of gravity in their system, prove a helpfull aid. Their powerfull computers can rapidly adapt the precalculated jumptrajectories to whichever ships passes by, and their heavy armour and complete automation keeps costs low.
The first jump is a short one, and only takes you to the Outer system, about a light year away from Galven. The next jump should take you to about 1 lightyear away from Merope, with the jump after that getting you in the system proper. The system is earily quiet, and you're about halfway through before you get the first signs that someone else except you and the merchant might be here. A simple, unsecured, but also uninformative docking signal. Unfortunately, it's quite far away, and investigating it would mean making a rather large detour.
Length: 3 Jumps
Destination: Orbital Fuel refinery
Possible dangers: Pirate attack
Pay: Fuel expenses + 500 credits
- Station investigation
Galven System
-Inner system
-Outer system
Merope
-Inner system
-Outer system
-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, 170 Teladine ,130 LQ patches)
Structural: Good shape, several holes (LQ patches)
Power supply: 4/8
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: [1/4 mounted] [Plasma cannon]
Integrity:30/60 Power: 0/0.5
- 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: 60/60;Power use: 1/1; Heat: Normal
-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 (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; Railguns: Online;Ammo: 0/100 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:40/40; Cargo: 200/200
-Cargo Bay D
Integrity:40/40; Cargo: 200/200
Cargo: (474/800)
360 units of food (1 unit per crewmember per day) [195]
Plenty of low quality scrap metal and damaged armour/hull plating [50]
30 spacesuits (Modified emergency suits, not that durable, nor usefull.) [3]
10 units of Military grade Hull plating. [10]
235 units of railgun ammunition [Scrap Based, S] [23.5]
10 Empty rail gun shells [Scrapbased, L] [10]
10 ballista arrows [Scrap based, M] [5]
10 HD slugs [Scrapbased, L] [10]
2 Small thrusters[10]
Advanced tools [20]
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
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
As a note about auxilary thrusters. You can only use 4 thrusters at the same time for arceleration, while doing complicated manoevres (like dodging incoming shots) it is useful to have all 8 thrusters online./