You ping the incoming ships, asking for an automated identification. No answer is recieved, and soon the jumpsignal fades as their jumpdrives spin down. You can't see them anymore, and can only assume they are coming for you, so you radio the crew and tell them to hury up, while you activate the auxilary engines, and rerout power to the jumpdrive. Seems like you'll be running, as your ship is in no shape for another fight. The Merc seems to have though the same thing, as you can see his ship rapidly moving towards the beacon.
On the ship, the boarding team splits up. The wounded are carried away, and the prisoners are escorted up the elevator. With a few cuts of knife, you seperate a large part of the suit of a dead pirate, and stamp it over the wound. The molten plastic attaches, and while it won't be enough to maintain pressure for long, it should be enough to get them back to safety.
Six others move back to the nearby cargo bay, and grab some important looking metal crates. One of them has a genious idea, and with a few swings seperates the jumpcore from it's assembly. The troops go to the lowest deck, were the weaponry is kept. While the lasers and the launchers are beyond saving, they do manage to find several cases of ammuntion. They take those, and remembering the problems the Salvation is having, also grab the targetting computers, and the ship's hard drive logs.
The spacejump back to the ship is easily done, and everyone makes it intact with plenty of time to spare before the cargo bays close, and the engines kick on. Examining the loot will have to wait for a moment, as it is currently dumped in the middle of Cargo bay C, which is getting rather cluttered. You do notice something strange though. The boxes don't look like they've been used by pirates. They're clean, no rust, almost brandnew and almost completely undamaged, except for one spot. Seems like someone knocked a logo from the boxes.
Nevertheless, there are more important matters at hand. You move the Salvation away from the frigate. It's unlikely that a reactor containment failure would be able to damage your ship, but the ensuing radiation flash would certainly be harmfull for your health. As soon as you're far enough away, you fire the lasers, obliterating the ship, before continuing towards the jump beacon. If all's well you should reach it within 15 minutes, just before the freighters jump away. The you'd only have to wait for the Jumpdrive to start, which sadly might take up to 30 minutes from that point on.
On the medical front, things look rather bleak. Your men has suffered a severe burning wound in the middle of his chest, and to make it worse there's molten plastic and autosealant all over it. (A sort of foam that spreads out from suits when they are punctured, and keeps air inside) While it appears he's not in immediate danger, the wound is deep and certainly needs professionall medical attention, which again reminds you of the fact that the Salvation doesn't even have a medbay.The two pirates are even worse of, having multiple of such burst wounds, and one even having had a clump of molten iron in his leg. While it has cooled down now, it still has to come out, and the surrounding flesh is clearly cooked.
Meanwhile Max has other reasons to be worried. While the Jumpbeacon is almost inside, the probably Pirate ships are certainly catching up with you, as evidenced by the barrage of laser fire on portside. Though it isn't even close to hitting you, it's a worrying fact that they have both reasons and means to kill you.
Domas (8/8 hp Attack: 2 Def 2)
- Emergency spacesuit (-4 to defense)
- Heavy welder (+4 to attack, requires reload after firing. 2/2 ammo)
- Laser blaster (-4 to attack)
17 crewmembers (85/85 hp Attack: 1 Def: 1)
- Emergency spacesuit (-4 to defense)
- 5 heavy welders (+4 to attack, requires reload after firing. 9/10 ammo)
- 4 laser welders (-2 to attack, 16/16 ammo )
- 10 laser blasters (-4 to attack)
2 pirates (12/12 hp) (Attack: 2 Defense: 2)
- Emergency spacesuit (-4 to defense)
- Upgraded laser blaster
- Standard pistol
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 , 50 LQ patches, 40 melted LQ , 50 missing)
Structural: 1780/3000
Power supply: 4/8
Fuel: 365/2000
Crew: 30 (2) (3 pirates (2 wounded))
Subsystems:
-Weaponry:
- 4 Lasers
Integrity:60/60; Power: 1/2
- 4 Rail guns
Integrity:60/60; Power: 0/1;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: 75/80Charge: 25%
-Jumpcontrol:
Integrity: 40/40;Manual control;Slow automatic calc
-Jumpcapacitors
Integrity: 26/80; Tertiary capacitor only Power: 1/3
-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)
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: 30/40; Cargo:000/200Depressurized
-Cargo Bay B
Integrity: 0/40; Cargo: 000/200Depressurized
-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: (470.9/400)
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]
10 boxes of ammunition [20]
Frigate Jump core [10]
5 mysterious metal boxes [5]
Pirate computing systems [10]
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 (Aseaheru)
-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.
Seriously guys, did you have to crit both lootrolls.