plan A:
sell the missiles +2200
1) 10 complex electronics - 540
2) 25 electronics - 475
3) Automated flak turret: 250
4) Weapon scrap and parts: 460
Total cost -1725
a) try to upgrade that old turret with all that new electronics to make it capable to host the AI and improve it's sensors (if it will need fewer electronics then we buy, store some, but I intend it to act like AI's brains, when we will link it to the main system... Surely do not locate the core in the turret itself, only nearby)
b) Replace flak cannons of the turret with a pulse laser, one that carry a very serious punch for it's size, but goes like 2 second active\6 seconds recharging\cooling**...
That makes it's ideal to hunt small targets or weak points of large ships ( like shoot in the missile, destroy it with powerful burst, find new target spending that 6 seconds that laser needs to recharge )
c) Install the turret on the place of the missing one
d) store what is left from the original flak in the cargo hold ( At the worst we may sell it to one colony..... )
e) Make it easily turnoffable by analog means, and have a crewmember responsible for that
** or any other numbers GM finds fitting for a pulse laser
Missile purchases:
3 - Dragonfly anti fighter missile - 480
4 - Dummy missiles - 48
3 - Firelance missiles - 267
1 - Emegency flare missile 26
Load all in the launchers
Also buy 10 (560 Mosquito missile for our fighters, reload their launchers with it. put unloaded missiles and excess mosquitoes into the cargo hold . And buy 3(78) emergency flares for later use\real problems
Total on missiles - 1459 (duh, it's expansive)
994 credits left...
You transmit your orders and sale offers on the systems secure Intranet. A confirmation soon follows, and a bit later a small unconspicious cargo ship undocks from a nearby cargo lines. You hand them the money and the missiles, and they hand you your goods, no questions asked. After that, the crew sets to work with the new resources. The flak cannon is almost completely dismanteled. The barrel is replaced with a compact pulse laser system found amongst the weapon scrap you bought. The old targetting systems are removed to make place for the AI, and a small targetting and sensor dish is added. Most importantly is the primary power override, and the big red button it has been attached too. You found it a good idea not to tell the AI about. The reactions of the AI against this development are mixed. On one side, it's happy to have something to do, on the other, it really doesn't like being outside the main hull.
The rest is fine. Missiles are loaded and unloaded, weapons are primed and some last intelligence is gathered. Unless you want to buy some more stuff, or make more interesting and deadly weaponry, it's now time to leave this sector and go hunting pirates. Or maybe some other job, maybe the black market has something interesting to offer.
Our story starts a good 2-3 months ago, when a group of poor scavengers found this Cruiser deep inside a secured scrapyard. After a relatively close encounter with a robot, they managed to patch the ship up and make it out of the scrapyard. They said their friends, insofar they had friends outside the crew, goodbye and departed. From there they did a variety of jobs, escorting merchants, securing mineral convoys, acting as passenger transport, untill they ended up in the Cor Caroli shipyards. After a rather unpleasant meeting with the military, which was on it 's way to quarantine an especially virulent pandemic, they decided that a voyage to the outer rim might be in order.
Escorting a small colony ship, the voyage went mostly alright, except for an encounter with a Ghost ship. After a prolonged battle with the pests that had overrun the ship and kileld of it's crew, they managed to rescue it's troubled AI, freeing it from the prison it had unwillingly locked itself in. After all, serving as main computer for a single voyage seemed to be a good idea, but sadly the automatic overrides build into the mainframe proved to be fairly harmfull for it's psychical wellbeing.
Having seen the colonists safely to their destination, the Salvation is currently in the black market, equiping and preparing to fight some pirates, hoping for a rich bounty.
Missiles
- Emergency flare (Longe range, large, slow ,thermic payload designed to show up on radar screens) :26
- Skiff missile (Designed to confuse enemy targetting, slow, short ranged) : 37
- Comm jammer missile (Designed to jam enemy com systems) :48
- Aegis Missile (Small, very fast, decent range , extremely small payload): 137 each (121 available)
- Mosquito missile (Small, fact, decent range, small payload): 56 each (123 avaible)
- Dummy misille (Small-Large, decent range, no payload): 16 each (Avaible in all sorts/ sizes)
- Firelance missile (Small, long range, dumbfire, medium payload): 89 (65 avaible)
- Dragonfly anti fighter missile (Small, long range, Image recognition, Small-medium payload): 120 (65)
- Ion missile (Stuns, small, long range, Laser targetted, Stun payload) 765 [12]
- Asteroid Crusher (Slow, short range, Dumb fired, High yield payload): 425 (6)
- Light Driller nuke (Extremely slow, large range; dumb fire, Nuclear payload): 1690 [Requires permits to have and use] (1)
Weaponry:
A variety of weaponry is avaible. Search and you will find.
General:
Fuel: 2.7 credits each
Food: 1.3 credits each
Simple tools: 349
Advanced tools: 610
Microbiochemical labratory: 1710
Foundry: 890
Crate of perfectly ligimate biochemicals: 121
Automatical Medical scanning unit: 890
Nanofactory: 31.000
Resources: (A system repair will need about 10 of these, with difference on how complicated they are)
Simple electronics 9/unit
Electronics 19/ unit
Complex electronics: 54/unit
Experimental electronics: 34/Unit
LQ resources: 3/unit
MQ resources: 12/ unit
HQ resources: 27/unit
Hull plating:
Dunarim light hull plating: 0.9/unit
Teladine hull plating: 5.5/unit
Military quality hull plating: 20/unit
Zeus (Large gasgaint)
-New Athena
-Several other moons
Asteroid belt
Hephaistos (Gasgiant)
-New Thebe
-Ganymede
-Callisto
-Several other moons
Asteroid belt
Midnight
Prodistum-23
Gas giant
Gasgiant
- Asteroid belt
- Asteroid belt
- Barren planet [Bombarded]
- Aquatic planet [bombarded]
-Moon (light bombardement)
- Terrestial, planet [bombarded, thick+ poisonous planet]
-Moon: [Habitable]
Vanguard
An NGO wants you to bring humanitary aid towards the pirate controlled sectors in the libertitas system. Technically, the pirates are supposed to be quarantained and bereft of supplies, but the governement doesn't posses the force to maintain the blockade.
A Mining compagny is looking to hire people to find out what happened to it's mining outpost, which was located in one of the sectors taken over by the pirates. They also have security enforcement options for several other mining installations.
Some civilians are having problem with their spacestation. It was recently hit by a micrometeroid, and they need to gather a lot of spare parts for repairs.
You can probably gather more jobs near the black market, or somewhere else.
Credits: 994
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: 4.75/7 (5/5 storage)
Fuel: 208/2000
Crew: 30
-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
Pulse laser (AI)
Integrity:15/15 Power: 0.25/0.25
- 4 Missile launchers
Integrity:60/60; Missiles: 18/20
- Tow missile (1)
- Mosquito missiles (2)
-4 aegis missiles (Very fast, agile, Very low payload)
-2 Wasp missiles (fast, unguided, small payload)
-3 Dragonfly anti fighter missile
-4 Dummy missiles
-3 Firelance missiles
-1 Emegency flare missile
-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:000/1000
-"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: (694.1/2050)
Food:
436 units of food (1 unit per crewmember per day) [109]
HQ rations (=200 rations. Note: doesn't include water and stuff)[1]
1 box of medicine [1]
Plenty of low quality scrap metal and damaged armour/hull plating [135]
5 Cargo protection [5]
44 duranim [44]
5 Teladine [5]
30 units of cheap electronics[3.0]
Complex electronics [8]
10 units of MQ resources[11]
Weapon scrap [34]
31 spacesuits (Modified emergency suits, not that durable, nor usefull.) [3.1]
1 Mechanized space suit [0.5]
Advanced tools [20]
2 Crawler drones [10]
Automated hand guns [1]
AI core [1]
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]
3 Hand made missiles(Slow, unguided, Medium payload) [Unreliable] [3]
10 mosquito missiles [5]
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
-Lightweight armored EVA equipment (+4 defense, fire resistant)
David Chapel
-Head of personnel
Domas (Aseaheru)
-EVA
-Pulse rifle
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
Forgot that.
...ebbor, how common are AIs? Common enough that it's completely normal for an old cruise ship to have one and a sign of our poverty that we don't, rarer than gold, somewhere in between?
Common enough that everyone knows they exist, but incredibly rare. This is probably the first one you see in your lives.
Do note that there's a difference between an AGI (artificial general intelligence) and just a generic AI. The first has a personality, and is pretty much equivalent to humans, while the second is an automated quasi intelligent program which can improve itself.
Here some short descriptions on how the weaponry you posses works, and it's usefullness.
Standard sidearm: (whatever you want it to be.)
(Upgraded) Laser blasters: Simple and cheap weaponry. Uses a chemical reaction to create a somewhat powerfull laser. Batteries last long and can be recharged. Sadly, due to cheap lenses and a fairly weak laser, these are neither accurate nor particulary deadly.
Heavy welder: Modified welding instrument. Uses a heavy, but portable chemical power source, to create a glob of plasma and ionized air and often some metal, which it slings at the target. Reloading is fairly complicated, and has to happen after every shot. Quite deadly, especially when used in pressurized environements.
Laser welder: Stronger version of the laser blaster, normally used for welding. Uses a stronger laser and slightly more accurate lenses, making it a bit more dangerous.
Pistol: Similairy to contemporary pistols, but with modified ammuntion to work in vacuum. Note: Barrel warns up rapidly after repeated fire in vacuum.
Review time
-What's good?
-What's bad?
-Storytelling
-First/second/third person
-Others?
-More/less railroading?
-More hints?
-More/less background information
-Exposition dumps?
-Others?