Distribute rolls according to whim.
Stuff...
>Leave the lightning arena and patrol the ship
You scour the ship high and low looking for any sign of traitors or enemy activity. Kicking sleepers into activity just long enough to be questioned, disconnecting power-suppliers to check them for defects, halting conveyors to inspect the repair supplies they are carrying, you leave quite a wake of chaos in your path, but all you find are a couple of service or utility units whose actions do not seem to conform to their assigned duties, and one of the elite assassin units wandering around the hangar that seems to be stuck in demolition mode and could cause damage to your master's property if not reassigned.
Location: Hangar.
Activity: delaying repairs.
Notes:
7
Classification:OOM+b1
Abandon all-
You are standing, with pieces of your former companions scattered across your face, and one of your companions staring at you.
Escorts: 2 infantry(berserk), 4 cannon fodder(1experimenting, 2passive, 1looking).
Distance to reeducation: 6 turns.
Location: Corridors
Activity: preaching again
Notes:
Very Filthy, with all sorts of people parts.
Rogue
Etiquette-leak induced madness.
pitiful cult leader.
Weak clumsy.
Classification:3po(assassin)
>press all other buttons on the control panel
You run through all the options available to you from this terminal. Doors open and close, lights wane and wax, various inventories and status reports are referenced. The vital systems of the ship seem to be difficult to access, and there is very little that you could do to invoke changes that could not be easily revoked, but you seem capable of observing most of the ship and should have minor control over much of it.
It does seem odd that you could trigger the acceleration, it was probably a rarely triggered defect in the system...
Location: corridor.
Activity: Exploring.
Notes:
Conductive probe.
Nasty scar on torso.
rogue.
Wonky: the lame gun.
meagre cracker.
Classification:r2
Autopilot: Auto engaged, course set, here we go!
You find a peculiarly inappropriate lack of autopilot in this setting, but there is enough to keep the ship on course despite the various inhibiting factors.
Rig missile to landing craft. Then rig the autopilot to fly out the hole, around the ship, and kamkaze into the bridge.
You think intently about what you would do if this were an enemy vessel. You then muse that landing craft generally lack the autonomy to do something like that.
Location: Hangar
Activity: exploding.
Notes:
Classification:ig-86
The captain orders a census. Various utility units wake up and start probing people, commencing with the sleepers.
Sand-resistant landing craft.
Illibriant(Guess it's class, win a 4):
Terribly cooked insects.
Captain who isn't rogue!!!
2 activated generators.
1 damaged fuel line.
Slightly damaged fuel storage.
potential minor malfunctions.
2 day's fuel at maximum usage.