You call on the pirates to surrender, offering them sanctuary, or death if they do not comply. They surrender, and bring their ships into the hangar bay, although it is under gunpoint. You're not sure what to do with them, so you just put them in a small room for the time being. They should be comfortable, and what little wounds they had have been taken care off.
You then set to investigating the fighters. You're sad to find that the potent weaponry they seemed to be carrying were actually decoys, and that they're effectively unarmed. They do however carry communication jammers, and 2 Crawler drones. The first is an illegal instrument that does what it name implies, the second is a drone normally used to automatically assemble hull plating and other systems in space.
The ship's captain gladly agrees to wait for it's escort, as his share of the loot will be a welcome supply to his meager wage, and you're ahead of shedule anyway. The 2 missile launchers seem to have been destroyed by the flash fire and rapid decompression of fuels, but inside you find a small supply of hand made missiles, as well as 2 standard Mosquito missiles. Not much else remains from the ship, and the hull plating probably isn't worth saving, considering that it was of meager quality before you melted most of it. You give some of the other findings to the merchants, and divy up the rest between yourselves.
The rest of the Journey goes well, and after two days of travel you finally reach your destination. Merope is an industrial system, centralized mainly on the production of raw materials.
The three uninhabited planets support a large mining industry, supplied by ores from asteroid and planetoid mining and 2 of the Gas giants are used for the production of both reactor and spaceship fuel. A small tradehub exists where some trading is done, but don't expect a great variety of goods. There's a small police operation there, should you feel the need to register the firefight and the loot you got from it.
Having know succesfully completed contract, the merchant offers you the following recompensation, giving you a small bonus in fuel for your efforts in killing the pirates.
Money: 500
Fuel: 200 units
- Station investigation
Galven System
-Inner system
-Outer system
Merope
-Inner system
-Outer system
Orbital fuel refinery A
Merope 3 trade hub Trade hub
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: 93/2000
Crew: 30 (2)
Subsystems:
-Weaponry:
- 4 Lasers
Integrity:60/60; Power: 2/2
- 4 Rail guns
Integrity:60/60; Power: 0.25/1;Ammunition: 2 slugs, 1 arrow, 20 fighter shells
- Turrets: [1/4 mounted] [Plasma cannon]
Integrity:30/60 Power: 0.5/0.5
- 4 Missile launchers
Integrity:60/60; Missiles: 2/20
-Aegis missile (2)
-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: online
Integrity: 40/40
-Lifesupport
Integrity: 60/60;Power use: 0.75/1; 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 (4/5)
-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: 100/100 Cargo:0/10
-Pirate Fighter (24/50 fuel)
Integrity: 48/60;Armor: 8/20; Missiles: Com jammer Cargo:0/20
-Pirate Fighter (13/50 fuel)
Integrity: 42/60;Armor: 6/20; Missiles: Com jammer Cargo:0/20 Engine Damage
-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
-Habitation
-Common room
-10 4 people chambers
-3 20 people chambers
Cargo: (461.5/800)
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]
95 units of railgun ammunition [Scrap Based, S] [9.5]
10 Empty rail gun shells [Scrapbased, L] [10]
9 ballista arrows [Scrap based, M] [4.5]
8 HD slugs [Scrapbased, L] [8]
2 Small thrusters[10]
Advanced tools [20]
2 Crawler drones [10]
2 mosquito missiles (Very Fast, laser guided, Low yield shaped payload)[1]
11 Hand made missiles(Slow, unguided, Medium payload) [Unreliable] [11]
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