You watch from the bridge as a storm of shells and missiles makes it's way towards the Pirate vessels. As they come closer and closer you are bewondered two things: that none of the Point defenses are firing, and no dodging attempts are made by either of the Frigates. Your bemusement is quickly resolved when one of the pirate ships dissappears in a flash of light, just before the first of the projectiles reach it. They must have been quite desperate, to do such a foolish and unguided jump. The Jumpsignal confuses the missiles, which fly through the empty space instead. The arrows and railgun shells are obviously not affected, and hit the remaining ship straight on, though it only sustain a minimum of damage. It's still not moving, nor firing any of it's weapons, so you assume it is disabled.
Meanwhile, the others are trying to recover from the damage the ship only so recently sustained. The 2 crawlers are sent out, and they start slowly patching up the hull. A careful examination of the sensor room finds out that the damage is rather severe, and that the room is indeed depressurized. The 2 fighters manage to make it back to the ship, though not which much fuel left. The Red rocket stays outside, watching out for potential enemies. It's technical owner isn't doing that well however. Being hit by a frigate's laser is not a pleasureable experience, not even when there's 6 feet of scrap metal between you and the impact point. Nevertheless, it appears most of it will heal, not the least thanks to the dedicated help of the team's medical personnel, impersonated in Charlie and Dr. George.
It does show a fatal flaw about the craft, namely the absence of any sort of medical bay or equipment. Basically you're making do with the first aid kit from the shuttle, as well as some medicins you picked up from other craft. Nevertheless, this will have to wait till you get out of here, which will probably be quite soon. The fleet has finished their operations and are planning to leave as fast as possible, as they do not want to know wherether or not the Pirate frigate got back to call in reinforcements.
Merc (6 railguns, Multiple missiles,2 PD)
3 Mobile mining bases
30 Mining ships
2 PD freighters
Outgoing
Incoming
Frigate 2 [Heavy armor damage] [Medium Structural damage][System damage: ]
Current distance: mid range-close range
- 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 , 30 LQ patches, 60 melted LQ , 50 missing)
Structural: 1780/3000
Power supply: 4/8
Fuel: 375/2000
Crew: 30 (2)
Subsystems:
-Weaponry:
- 4 Lasers
Integrity:60/60; Power: 1/2
- 4 Rail guns
Integrity:60/60; Power: 1/1;Ammunition: 1 slugs, 2 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
-Tow missile (1)
-Mosquito missiles (2)
-Control
Integrity: 20/20 Manned; LQ computing system; Cargoship OS
-Sensors No computer Assistance
-MQ Passive sensor:online
Integrity: 30/30
-MQ Active (Targetting) sensor: offline
Integrity: 15/40
-Lifesupport
Integrity: 60/60;Power use: 1/1; Heat: Normal (1/20)
-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) (43/100 fuel) [Launched]
Integrity: 60/60;Armor: 60/60; Railguns: Online;Ammo: 80/100 Cargo:0/10
-Pirate Fighter (13/50 fuel)
Integrity: 46/60;Armor: 14/20; Missiles(0/2): Handmade Missile Cargo:0/20
-Pirate Fighter (1/50 fuel)
Integrity: 60/60;Armor: 20/20; Missiles(0/2): Handmade Missile Cargo:0/20
-Cargo Bays (4)
-Cargo Bay A
Integrity: 10/40; Cargo:000/200Depressurized
-Cargo Bay B
Integrity: 0/40; Cargo: 200/200Depressurized
-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: (425.9/400)
400 units of food (1 unit per crewmember per day) [200]
Plenty of low quality scrap metal and damaged armour/hull plating [48]
29 spacesuits (Modified emergency suits, not that durable, nor usefull.) [2.9]
75 units of railgun ammunition [Scrap Based, S] [9.5]
11 Empty rail gun shells [Scrapbased, L] [11]
8 ballista arrows [Scrap based, M] [4]
9 HD slugs [Scrapbased, L] [9]
Advanced tools [20]
2 Crawler drones [10]
7 Hand made missiles(Slow, unguided, Medium payload) [Unreliable] [7]
2 units of complex electronics [2]
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
Domas
-EVA
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: -1
Laser weaponry: +2
Plasma weaponry: +4
MQ targetting sensor: +1 (No sensor= -2)
Evasive manoevres: +2 (Requires thrusters)
Cruiser: -2
Frigate: -1
Corvette:0
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.
[/quote]
You guys tend to be quite lucky in your attacks . The missile bombardement took out the frigate's reactors, and the railgun shots disabled the missile launcher.