News HeadlinesAL-568 Virus Pandemic Reaches Kumat With now more than 7 planets infected, millions having died already, and billions being affected the devastating epidemic has become a real threat to the Nation. Seeing the recent infection of the Kumat system, the alliance has decided to extend the current quarantine with 5 sectors. Million of refugees are leaving the infected planets, despite the Alliance outlawing all travel within infected systems. Massive refugee fleets have formed around the disabled jump points, and things are becoming bleak for them. Their overcrowded ships are often not meant for prolonged flights, and their supplies are running out.
With no cure in sight, the alliance can do nothing else than enforce the quarantine and prevent further infection."Pirate Threat overstated"According to Alliance spokesman, Davy Decumber, the Pirate threat is being blown way out of proportion by private security firms and insurance compagnies, in order to drive up prices. In other ways, this means that the Alliance will not follow the plea of the outer sectors for extra intervention forces. While others care about the ship, Diana spend her time hanging with military in local bars looking for rumors and opportunities. She will happily brag about the fight with pirate frigates (slightly improve the real story by making frigates better armed and armored then they were and omitting the part when salvation ran away from pirate reinforcements)
You find some soldiers who are rather interested by your story. It appears that they are bound for the Kumat system, in order to enforce the quarantine. It does appears that the information you had must have been interesting, as you get an invititation from the captain to discuss some matters over tea.
Missiles
Aegis Missile (Small, very fast, decent range , extremely small payload): 125 each (73 available)
Mosquito missile (Small, fact, decent range, small payload): 75 each (123 avaible)
Dummy misille (Small-Large, decent range, no payload): 20 each (Avaible in all sorts/ sizes)
Firelance missile (Small, long range, dumbfire, medium payload): 75 (65 avaible)
Dragonfly anti fighter missile (Small, long range, Image recognition, Small-medium payload): 100 (65)
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
Chemical laser (requires ammo) Size M : 250 (This is a normal laser, not for point defense)
PD laser: Size M (0.25 power) : 500
Hull cutter: Size XS (0.1 power, very short range, powerfull for it's size) : 150
Flak cannon: (Size M, uses ammo, targets everything, very short range): 300
Fighter railgun (Size XS, uses ammo, medium range): 150
Electromagnetic grapple (Size M, short range, 0.5 power): 200
Ammunition:
LD railgun shells: 10/unit (125 aviable) (warning large, hard to stop)
HD railgun shells: 20/ unit (367 available)
Explosive railgun shells: 50/unit (223 avaible)
Shrapnel railgun shells: 25/unit (76 avaible)
Flak ammo: 5/unit (1 ammo used per enemy targetted)
Chemical laser ammo: 5/ unit
Fighter ammo: 1/unit
General:
Fuel: 2 credits each
Food: 0.5 credits each
Basic space suit: 1 credit
Mechanised space suit: 50 credits
Equipment:
Simple tools: 250
Advanced tools: 575
Drop/boarding/ escape pod (10 people max): 275
Nuclear power cell: 500 (Produces 0.5 power) Doesn't come with fuel rods. Produces heat. Fairly large
Basic Medical equipment: 500
Advanced medical equipment: 2000
Simple targetting assist: 500 (More than this you're not going to get easily, as it is either military software or incompactible with your ship)
Battery power unit: Stores 5 power ,large : 500
Ship parts: (Note that all civilian parts will take more time to switch between different energy production)
Civilian Pulse fusion reactor (Produces 0.5 power): 450
Civilian Tomatak fusion reactor (Produces 0.75 power): 600
Civilian Industrial fusion reactor (Produces 2 power): 1500
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
Reflective hull plating: 20/unit (Better against laser hits, and operating close to stars)
Reactive hull plating: 20/unit (Better against kinetic hits)
Stealth hull plating: 25/unit
Minerals: 20/unit
Jumpcore: 1500
Cargo shuttle: 1250
Fighter: 600
Damaged reactor: worthless
Space suit: worthless
Laser repair: 100
Cargo bay to workshop: Depends on equipment placed
Docking to cargo: 500 (not easily reversible. Lots of stuff needs to be cut away(docking clamps and such) (former)Docking will be used to dump heat/ other bad stuff if needed. Gives 1250 cargo space)
Medbay conversion: Depends on equipment
Luxury chambers: Anywher from 50 -500
Aux reactor room: 500 (not including cost for cutting away stuff. Cargo bay is space for 1 small reactor, docking for 5)
Fighter repair: 100 (for upgrades, give me something and I'll see. The fighters armour is made for 20 units of duranim)
Repaint: 200 (Free if you buy any major structural improvements.)
Complete structural fix: 6300
-Weapon mounts fix: 250 each
-Getting the salvation Aerocapable: 1300 (Needs Aux engine fix and armor fix too(atleast teladine))
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]
1 box of medicine [1]
2 boxes seeds [2]
Nuclear power cells [1]
HQ rations [1]
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
On fighter energy production. All 3 of your fighters run of a single hydrogen power cell, which can provide a lot of power(0.1) for it's size, but needs to be recharged every so often. They also have a standard 1 power battery for lifesupport and such. Engines require marginal power.
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