You hurridly dock with the station, and bring the wounded to it's medbay. While they might ask some questions, especially about the 2 pirates(the captured ones), there's option not to do it. They've lost quite a lot of blood, and you don't have the equipment to keep them alive.
You agree on the mineral refinement, and the MMC deposits the refined minerals in your cargo shuttle.
Some minor patch-up are done. The cargo bays and sensors are sealed as best as possible. The sensors systems are patched up, and the pirates computer systems are linked up. Unfortunately, this might have been a mistake. An intrusion detection system activated, and the system wiped much of it's data before you could override it. The rest of the data appears to be heavily encrypted. On the positive side, you now have a computing system and basic network that can actually run this entire ship. Now you just need a decent operating system to get it working. Might even pick up one of the free AI's, though this system won't be that comfortable.
There's some discusion about what to do with the locked and positively mysterious boxes. Some voices go up to give them to the police, but since the nearest police outpost is in the next sector, there's not much you can do about them now.
You talk to the MMC and tell them the story. You leave out the words about any sort of loot, but do mention the prisoners. The MMC director is positively interested. He offers you a small sum of money (2000 credits) to take them of your hands. While you do know that the MMC is technically the legisative authority in their owned sectors, your not quite sure if turning them over is the best thing to do.
You check the ammunition boxes, and find that their content is quite interesting. They contain a variety of missiles, ranging from the humble Aegis point defence missile to the long range Zephyrus Orbit to air missile. There's also a pair of Wasp "swarm" missiles and even 2 Poltergeist stealth missiles, though those have to be assembled before use, and don't appear to be equiped with a warhead.
After that you look around from some other ships, but there doesn't appear to be anyone seeking protection, nor any convoys towards Cor carioli. After all, it's only 2 jumps away, and both sectors have decent protection.
No shopping list here. If you look for something, you might be able to bargain with someone.
Diana spends her time in the dock looking for passengers that want to get to shipyards, for some additional profit. Additionally she looks for small craft owners that need their ship to be transfered to spaceyards for repairs\upgrades [/i]
It appears that the ship that normally does the transport from here to Tejat Prior, which is only a couple of sectors away from Cor carioli. Some people would probably appreciate a lift.
Also, you do remember something about someone inviting you for a drink.
Hey, you okay? How many fingers am I holding up?"
Two. So doc, how does it look? Six months to live or motrin and water?
((Condition stable, though the wound is still painfull. Don't try to get hit by lasers again. Might get infected if not cared for and probably some scars, also no Motrin on board))
- 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, 140 LQ plating)
Structural: 1740/3000
Power supply: 4/8
Fuel: 365/2000
Crew: 30 (1 wounded)
-2 Pirate faction A
-3 Pirate faction B (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; MQ computing system; Cargoship OS
-Sensors No computer Assistance
-MQ Passive sensor:online
Integrity: 30/30
-MQ Active (Targetting) sensor: online
Integrity: 40/40
-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:750/1000
-Rare minerals
-"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: 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: (344,4/400)
400 units of food (1 unit per crewmember per day) [200]
Plenty of low quality scrap metal and damaged armour/hull plating [40]
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]
4 aegis missiles (Very fast, agile, Very low payload)[4]
2 Zephyrus Orbit to air missiles (slow, large target, laser guided, High payload)[4]
2 Wasp missiles (fast, unguided, small payload) [4]
2 Poltergeist missiles (stealth, fast, self guided, 2 stage missile, no payload)[8]
Frigate Jump core [10]
5 mysterious metal boxes [5]
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) [wounded]
-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.