Initializing Jump. Please Hold tight.The soft humming of the jumpcore picks up, becoming louder till it can be heard through the entire ship, as if it was surrounded by a swarm of mosquitos. The stars outside blur, the light spreads out, and the outside starts to look a bit like a painting of one of the Ancient artists, Van Gogh, you believe, before it all dissapears in a flash of light. The ships trembles and shakes, throwing everyone to the ground(or the ceiling, hard to tell in zero G),bulkheads creak and then the lights fail and the ship is shrouded in darkness.
After what appears to be an eternity, but can't have taken longer than five minutes the lights switch back on and all calms down. You're relieved when you hear the jumpcomputer starting it's post jumproutine, and even more relieved when it turns out that no additionall damage was done to the ship, and that not only you did reach the intended sector, but that you jumped comfortably close to the MMC's temporary headquarters.
The mining fleet has already arrived, and while you'd have to wait for the official report to get your reward, it'd be around 10.000 cargo units of unrefined material. Refining would reduce it to 1/10 of it's weight, and the MMC wants to do this for a 25% cut.
- 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 ( 4490 Good. 1220 damaged, 170 Teladine, 50 LQ plating 40 Melted LQ plating, , 50 missing)
Structural: 1740/3000
Power supply: 4/8
Fuel: 365/2000
Crew: 30 (2) (3 pirates (2 wounded))
Subsystems:
-Weaponry:
- 4 Lasers
Integrity:54/60; 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: 16/30
-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: 50%
-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: 0/40; Cargo:200/200 Depressurized
-Cargo Bay B
Integrity: 10/40; 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 [45]
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.
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