There's a variety of small spacestations in the system, and you decide to dock with one of the larger ones in order to arrange your final purchases. You park the Salvation a small distance away from the station, and use the small cargo shuttle for the rest of the trip. It's a standard hollow cylindrical station, centered around it's main docking area, which is filled with all sort of ships, ranging from small one person vessels to large cargo haulers. You carefully guide the ship through inside the stations pockmarked hull, testemony of it's age and the danger of these systems, carefully drifting past the vessels docked on either side towards your assigned docking port.
The air inside the station is breathable, but that's about all you can say. The station is filled with people, and the inside is really showing it's age. Extensive remoddeling has been done to the original design, as there are small shops build from all kinds of scrap metal. It's here that you split up, and go looking for different materials, weaponry or simple a drink. Shia and David manage to track down a local arms dealer (Turns out that asking really works) near the innerworks of the station. He offers a variety of weaponry.
-Grenades and explosives
-Mk-23 Tear gas canister: 1 credit for 10
-Improvised poison gas canister: 1 credit for 8
-Note:Possibly deadly
-Breaching charge (Medium load): 1 credit (This one can blast through hulls)
-Incendairy Thermite/Magnesium charge: 1 credit for 4
-Custom
-Suits
-Decent quality spacesuit: 5 credits
-Mechsuit: 65 credits
-Armour patches: 1 credit (Do it yourself suit upgrade)
-Weaponry:
-Laser
-Weaponry using a set of lenses to focus light towards a target. Very accurate, but not that effective against most living targets, considering rely solely on heat damage to defeat their opponent. Multiple variants exist, some using a chemical reaction to create the laser, and others using a standard LED or other light generating devise.
-Chemical
-These range from your common pistol to some very interesting variations on the flamethrower, as well as the much appreciated Goober gun.
-Magnetic
-Modification of traditional pistols using magnetical coils to arcelerate. Advantage is that they are more powerfull and less like to overheat, disadvantage is the rather heavy weight and larger power use.
-Plasma
-The most dangerous types of weaponry belong here. Plasma weaponry uses large amounts of energy to shower the enemies in hot gasseus death. Watch out for rebounds and collateral damage.
-Ion
-Seldomly seen but powerfull weaponry. The ion weaponry, found mostly as grenades, but sometimes as a real weapon focusses mainly on jamming electronical equipment and enemy weaponry rather than disabling him.
-Electric
-Your standard variety of tasers and other dangerous weaponry.
Diana spends her time in one of the various bars spread throurough the station. There's a large supply of drink circulating, apparently because some elder captain has decided to retire. His crew is currently feasting with him, but that'd be over by tomorrow when they need to find new work. There are others too, a young man sitting alone in a corner, and some other merchant who is currently drowning his sorrows over a bottle of Grog.
Meanwhile, shipside everything's going alright. George and the AI are holding some kind of therapeutic session about the latter's past, though it's not very talkative. Apparently it has seen this station under construction, and is now busy telling most of it's history. This, while rather entertaining, is not really usefull, nor does it allow you to learn more about the AI.
The engineering crew has looked at the Laser's cooling systems, but has wisely decided not to touch them. After all, the primary cooling systems rely on a liquid nitrogen system running quite close to the systems lenses, which are vacuumsealed, and are better not opened. They do manage to install some more heatsinks and such into the secondary and between the primary systems. This should allow you to increase the Lasers power beyond normal for short amounts of time, or even turn of the cooling system altogether for a few seconds to safe on energy.
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 Pirates [Combat:1.00] [Eva: 0.5] [Piloting: 0.2]
-10 boarders [Eva: 1.00] [Combat: 0.25]
-10 Engineers [EVA: 0.5] [Engineering: 0.5]
-8 remaining crew [Varied skills: 0.4]
Subsystems:
-Weaponry:
- 4 Lasers
Integrity:60/60; Power: 1/2 ; Heat: 0/5
- 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)
Heatsink: Integrity: 20/20;Heat: Normal (0/5)
-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: (684.1/2050)
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]
25 units of cheap electronics[3.0]
Complex electronics [8]
5 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