1) Accept MMC offer, they may be a good ally
2) Buy 25 MQ resources
3) Repair fighters using MQ resources\scrap\small thursters
4) Arm them with those hand made missiles. Do not remove railguns from the boat. I prefer 3 fighters
5) Use advanced tools and crawler drones to replace LQ patches with something at least marginally better (we did those with no tools from pure scrap, now we can make something better). Use MQ resources and scrap for that. And, hell, install military grade plates, it's dead cargo without any reason.
6) If we can find : buy some heavy scrap, like ordinary rocks\rockdust to fill our railgun containers. And reload one heavy slug gun with it
7) spend rest of our credits on food\fuel
With some quickly bought resources, and the spare thrusters you had lying around, you quickly fix the two fighters. The simple Duranim plating is patched up with makeshift materials, but it shouldn't compromise the strength. The comm jammers are taken out of the missile tubes, and 2 handmade missiles are put in place. They are quickly dissassembled, getting you a small amount of fuel and some complex electronics.
Meanwhile the crawler drones are let loose upon the hull, and they start methodically cutting and replacing damaged hull plates. They seem to work quite a bit faster than is normal for these things, but the welding seems to be alright. Another heavy slug is made from scrap lying around, but it appears that nobody is selling mining waste. It's a rather strange request, after all, and not many people are willing to let strangers come near their facilities. Besides, as you soon learn, the mines here mainly produce rare materials, which are then send to the Cor Caroli shipyards.
You spend the rest of your credits buying some food and fuel, before contacting the MMC and accepting the mission. As this is the first mission you'll be doing for them, and they're not going to trust just anybody you're not going to be the only one guarding the mining group. Another Mercenary is on the job as well. Though his ship is far smaller than yours, it's considerably better armed, you count at least a two dozen missile tubes, and several Rail guns. Two point defenses ensure the ship remains safe from missiles.
The mining fleet is made up from more than two dozen vessels. There are 3 large freighters, armed with fixed railguns to crack the asteroids, each one having docking space for ten smaller ships that gather and deposit the gained resources at their mothership. There are two smaller freighters too, which are apparently carrying spare parts, fuel and ammunition.
These ships are also armed with 4 point defense turrets, in order to provide missile defense for the fleet.
The asteroid field you've been sent too is unnaturally dense. Apparently the MMC used jumpbeacons and tugs to bring the asteroids closer together, but sadly this also makes navigitation a tad more dangerous. The mining ships are setting course for the closest asteroids , and the merc follows them.
Merc (6 railguns, Multiple missiles,2 PD)
3 Mobile mining bases
30 Mining ships
2 PD freighters
- Station investigation(Galven system)
- MMC operations
Galven System
-Inner system
-Outer system
Merope
-Inner system
-Outer system
Cor caroli Shipyard
Pirate sector
Pirate sector
Pirate base
Orbital fuel refinery A
Merope 3 trade hub Trade hub
Credits: 0
Merchants: +1
MMC
Armour: Depleted, several holes ( 4510 Good. 1200 damaged, 170 Teladine ,120 LQ patches)
Structural: Good shape, several holes (LQ patches)
Power supply: 4/8
Fuel: 385/2000
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: 3/20
-Aegis missile (2)
-Tow missile (1)
-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: 60/60;Armor: 20/20; Missiles(2/2): Handmade Missile Cargo:0/20
-Pirate Fighter (13/50 fuel)
Integrity: 60/60;Armor: 20/20; Missiles(2/2): Handmade Missile Cargo:0/20
-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: (446.5/800)
400 units of food (1 unit per crewmember per day) [200]
Plenty of low quality scrap metal and damaged armour/hull plating [48]
30 spacesuits (Modified emergency suits, not that durable, nor usefull.) [3]
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]
9 HD slugs [Scrapbased, L] [9]
Advanced tools [20]
2 Crawler drones [10]
2 mosquito missiles (Very Fast, laser guided, Low yield shaped payload)[1]
7 Hand made missiles(Slow, unguided, Medium payload) [Unreliable] [7]
4 units of complex electronics [4]
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
Feel free to ask for a map, or try to explore on your own. The plot is rigid enough for me to avoid railroading.
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