The robot is told to look for the closest link to the ship's internal network. It's unlikely that the wireless network inside will still be online, and even if it was, then the radiation would make it unuseable. Meanwhile, the teams have finished packing themselves in, and are preparing to make the jump. For the second time in row, the Salvation opens the it's airlocks, and the team jumps over the endless abyss. It's a jump that has to be timed well, or they will end on the other side of the liner. Nevertheless, everyone safely makes the jump.
When they arrive on the ship, they find that the crawler drone has managed to cut a hole in the wall and hook up to the ship's intranet. While it can't change anything, it does gain some usefull information. Primarly, the radiation is indeed coming from the reactors, which appear to be damaged, judged by the limited power output. Most power is directed at the cooling systems, which seem to be only barely coping with the overheating reactor. What little remains is divided amongst the lifesupport and the ship's board computer, which is for mysterious reasons running at full capacity. Since this action probably already alerted anyone on the ship of your actions, you decide that it can't hurt to use the intercom. You pick a number at random, and phone. Predictably, nobody picks up. As you expected, the entire ship is probably death. But just before you hang up, the phone is picked up. An ear shattering resonates through the Salvation, before the connection is abruptly terminated.
The team on the ship, unknowing of this recent event, has just finished securing the airlock (Only one of the two doors was still operationall, so they had to close it manually) and is about to open the doors for the drone, before they continue to the bridge.
Shia (8/8 hp Attack: 2 Def 2)
- Custom military suit (+2 defense)
- Standard sidearm (+2 to attack, 10/10 ammo)
- Upgrade Laser blaster (-2 to attack)
- small explosive charges
8 crewmembers (85/85 hp Attack: 1 Def: 1)
- Emergency spacesuit (-4 to defense)
- 2 heavy welders (+4 to attack, requires reload after firing. 4/4 ammo)
- 2 laser welders (-2 to attack, 8/8 ammo )
- 4 laser blasters (-4 to attack)
1 pirate (12/12 hp) (Attack: 2 Defense: 2)
- Emergency spacesuit (-4 to defense)
- Upgraded laser blaster (-2)
- Standard pistol
Domas (8/8 hp Attack: 2 Def 2)
- Mechsuit (+3 to defense, clunky, enhanced strength)
- Heavy welder (+4 to attack, requires reload after firing. 2/2 ammo)
- Laser blaster (-4 to attack)
8 crewmembers (85/85 hp Attack: 1 Def: 1)
- Emergency spacesuit (-4 to defense)
- 2 heavy welders (+4 to attack, requires reload after firing. 4/4 ammo)
- 2 laser welders (-2 to attack, 8/8 ammo )
- 4 laser blasters (-4 to attack)
1 pirate (12/12 hp) (Attack: 2 Defense: 2)
- Emergency spacesuit (-4 to defense)
- Upgraded laser blaster(-2)
- Standard pistol
Front:
Deck 4-5: Passengers
Deck 3 : Catering, lifesupport and bridge
Deck 2: Cargo
Deck 1: Maintenance area
Back:
Deck 5:Crew quarters
Deck 4: More important stuff
Deck 3-2: Engines
Deck:1 Main reactor
The supply ship that normally provides food and other supplies to a number of colonies in the outer rim has never arrived. In order to prevent an impeding food shortage, the Jaltan colonies have decided to travel to the inner systems (or as close as you can get within a reasonable timeframe) in order to oversee the deliverance of supplies themselves. They know need someone to take the supplies back to their colonies.
The Oddysea coorporation is willing to give a large bounty to whomever is willing to look for their lost Jumpship Surveyor, which is apparently lost somewhere beyond the known systems. The last message dates back to 2 weeks ago, and seems to indicate a problem with their primary jump drive. (Message delivered by partly fragmented Jump drone*)
Many traditionall shipping compagnies have refused to do cargo runs towards planets near the Quarantined zone, fearing that another increase of the Quarantine might lock them in. As such, the planets near the zone are undersupplied, and many people are trying to leave.
There's still the investigation of the station near the Galven system.
A colony ship heading for the outer rim is trying to buy some cheap protection. They haven't got much, and their ship is completely undefended, and largely unarmored.
An archeology site near the Galven system has gone silent. Their main benefactor would like you to check up on them, to see if everything's alright.
-Inner scrapyard: [Illegal to be here]
-Outer scrapyard: A more dangerous place, since ships are actively dumped here and the automated droid patrols make harvesting harder [Illegal to be here]
-Scrapyard borders: Sometimes scrap floats outside of the scrapyard, allowing everyone nearby free pickings.
-Galven III orbital habitation station: The majority of this sector resides here, or on the planet below. Due to the risk of an epidemic and a paranoid governement, planet acces is strongly limited, hence the creation of the orbital hub.
-Galven III Trade hub: This station includes a repair station, and has some governement officials. You probably could get your ship registered here.
-Galven III jump beacon: [ Pirates(seldomly seen)]
Galven System
-Inner system
-Outer system
Merope
-Inner system
-Outer system
Cor caroli Shipyard
Pirate sector
Pirate sector
Pirate base
Credits: 0
Merchants: Acquinted
MMC: Acquinted
Military: Not trusted
Sector Police: Currently being registered
A large Alliance Cruiser, dating back to the war. Modified and refitted by the crew. The ship's painted in light blue, with several spots and stripes added to aid in visual deception. There are several fake spots on the wings, and stripes to make the ship appear longer. The Engines are painted in a blue/white combination, matching the color of the engine exhaust(in space, in the air it's quite obvious if the engines are on or not). The top bridge is flanked by 2 stars, painted in orange and black. On the sides, the name of the ship is painted in big friendly letters.
Armour: Depleted, several holes ( 4490 Good. 1220 damaged, 310 Teladine)
Structural: 1800/3000
Power supply: 4.5/7 (5/5 storage)
Fuel: 269/2000
Crew: 30 (1 wounded)
-2 Pirate faction A
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: [3/4 mounted]
Plasma cannon turret
Integrity:15/15 Power: 0.5/0.5
Quad fighter railgun turret
Integrity:15/15 Power: 0.25/0.25 Ammuntion: 400/400
Flak cannon
Integrity:15/15 Power: 0.1/0.1 Ammuntion: 20/50
- 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
BridgeIntegrity: 20/20 Manned; MQ computing system; Cargoship OS
Automated sensor systems: Online (+2 to targetting and detection)
-Sensors
-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 (0/20)
-Reactors
4/7:Online;Integrity:40/40;
3/7:Offline;Integrity:2.5/40;
Civilian Pulse reactorOnline Integrity: 20/20
Battery Integrity: 10
-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 (1/2 working)
Engine one: Integrity: 50/50 Power: 1/1
Engine two: Integrity: 5/50 Power: 0/1
-Auxilary thrusters
Integrity:40/80;4/8 Online Power: 0.5/1
-Docking bay (4/4)
-Cargo shuttle (142/400 fuel)
Integrity: 80/80;Armor: 200/200; Cargo:1000/1000
-"Red Rocket" (Lamprey class boat) (43/100 fuel)
Integrity: 60/60;Armor: 60/60; Railguns: Online;Ammo: 100/100 Cargo:0/10
-Pirate Fighter (20/50 fuel)
Integrity: 60/60;Armor: 20/20; 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 (5)
-Cargo bay Alpha
Integrity: 100/100; Cargo:1250/1250
-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
Other:
-Medbay [0/10 People; Decent equipment. Supplies:5/10]
-Habitation
-Common room
-10 4 people chambers
-2 20 people chambers
Cargo: (1891.1/2050)
468 units of food (1 unit per crewmember per day) [184]
Plenty of low quality scrap metal and damaged armour/hull plating [135]
5 Cargo protection
44 duranim [44]
5 Teladine [5]
10 units of cheap electronics[1]
10 units of MQ resources[11]
31 spacesuits (Modified emergency suits, not that durable, nor usefull.) [3.1]
1 Mechanized space suit [0.5]
475 units of railgun ammunition [Scrap Based, S] [47.5]
25 Hollow rail gun shells [Scrapbased, L] [25]
-Water [25/25]
8 ballista arrows [Scrap based, M] [4]
10 ballista arrows [Scrapbased, Hardened arrow head ,M] [5]
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]
1 box of medicine [1]
HQ rations (=200 rations. Note: doesn't include water and stuff)[1]
Damaged Original reactor [200]
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
I hope everything is correct. Feel free to discuss/ name equipment.
Also, the mechsuit isn't a mech. It's a combination between a cheap exoskeleton and a spacesuit.