You hand over the prisoners, which goes without any problems. The MMC hands over the funds in return. You spend the rest of the day in the harbour, waiting for your crewmate to be released from hospital. In addition, you also pick up some civilians. While they won't pay much, it's something at least. You got a preacher, a doctor, an MMC official and 2 newly weds, which are apparently exploring the galaxy.
Without further addo, you lock the cargo bays, arm the fighters, load the missiles, and set course for the Cor Carioli spaceports. The Journey is quick and uneventfull, only interupted by a quick moment of curiosity in which you send a crawler droid to open the boxes. These turn out to be varied in contents. One contains high quality rations(enough to last a single person a year), the other some medicine (including some pretty advanced stuff, such as an universal antibioticum*), the next 2 contain seeds, and the fifth is filled with nuclear fuel rods. These rods are often used to power smal fission reactors, which can provide reliable power to a small settlement for a duration of up to 30 years.
The Cor Cariolo shipyards themselves are magnificent. They're a large complex of orbital shipyards above all 3 inhabited planets in the sector, and are fill to the brim with activity. Ships are being docked, refit and scuttled 24/24 , and due to it's location it's also a center for commerce. Due to your ships size you're assigned docking to the civilian part of the military docks and there waits you another suprise. The docks are almost abandonned save for a few corvettes which are completely dominated by the
Unity, an enormius Alliance dreadnought. With a length of more than 1.6 kilometers, and a compliment of guns and other weaponry that makes your ship pale in comparison it's extremely impressive to behold, though it's worrying to see such a large ship in these surroundings.
Nevertheless, you dock the ship(the passengers will stay on board till their passports have been approved by the local administration, which shouldn't be long. They're also waiting for the first shuttle to their destination, whatever it might be.)
*Note: Relies on DNA reading modified virii, incorrect use can result in death. Don't use on anyone with transplants, or those that have recently recieved blood tranfusions. Patient should be kept in quarantine during the treatment
Incomplete, but sleep now.
Missiles
- Aegis Missile (Small, very fast, decent range , low payload): 125 each (73 available)
- Emergency flare (Longe range, large, slow ,thermic payload designed to show up on radar screens) :50
- Skiff missile (Designed to confuse enemy targetting, slow, short ranged) : 20
Weaponry:
HD railgun shells: 20/ unit (367 available)
Explosive railgun shells: 50/unit (223 avaible)
General:
Fuel: 2 credits each
Food: 0.5 credits each
Simple tools: 250
Advanced tools: 575
Resources: (A system repair will need about 10 of these, with difference on how complicated they are)
Simple electronics 10/unit
Electronics 25/ unit
Complex electronics: 50/unit
MQ resources: 10/ unit
HQ: 25/unit
Hull plating:
Dunarim light hull plating: 1/unit
Teladine hull plating: 5/unit
Complete structural fix: 6300
-Weapon mounts fix: 250 each
Reactor fix: 1000 each
Jumpcapacitor fix: 750 for secundary, 2000 for full
Main engine fix: 750 each (You got 2 main engines)
Auxilary thruster fix: 125 each
Duranim patch replacement: 160
Teladine: 800
- 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: 2050
Merchants: +1
MMC
Armour: Depleted, several holes ( 4490 Good. 1220 damaged, 170 Teladine, 140 LQ plating)
Structural: 1740/3000
Power supply: 4/8
Fuel: 319/2000
Crew: 30 (1 wounded)
-2 Pirate faction A
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: 11/20
-Tow missile (1)
-Mosquito missiles (2)
-4 aegis missiles (Very fast, agile, Very low payload)
-2 Zephyrus Orbit to air missiles (slow, large target, laser guided, High payload)
-2 Wasp missiles (fast, unguided, small payload)
-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[75]
-"Red Rocket" (Lamprey class boat) (43/100 fuel)
Integrity: 60/60;Armor: 60/60; Railguns: Online;Ammo: 80/100 Cargo:0/10
-Pirate Fighter (20/50 fuel)
Integrity: 46/60;Armor: 14/20; Missiles(2/2): Handmade Missile Cargo:0/20
-Pirate Fighter (20/50 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: (312,4/400)
368 units of food (1 unit per crewmember per day) [184]
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]
3 Hand made missiles(Slow, unguided, Medium payload) [Unreliable] [3]
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.
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