You quickly explain the situation to Cyphus as you pull your Kiltra from its holster, and ensure that each of its six chambers have one of the gun's rather massive shells loaded into it. With a nod, and a warning to be careful the man turns and walks into the engine room to begin repairs with the two Grim Brothers following close behind. By the time the doors close behind them you find the crewmen have already donned their suits again, and have their shotguns in hand.
You quickly speak up telling Granite, and the crewman in the reinforced suit to come with you while the other two stay down here to guard Cyphus along with the others. Thumbing your comm on you give Lilian the order and she snaps the tethers, docking tunnels, and makeshift supports keeping the ships in place before hastily sealing the trio of holes that were bored into the hull. She informs you that the ships are clear, and you turn off the comms in answer. Nodding to each Granite and the deckhand you all clamber into the elevator, and off you go as it slowly springs into life, clicking and clanking as it pulls your small group up.
As the elevator doors swing open you are greeted by the sight of four scavengers, most likely nomads from the look of their clothes as they appear to be stitched together from shreds and tatters of other clothing, with guns that look like they are about to fall apart and spears made from iron pipes and sharpened glass they don't make all that threatening of an image. Right up until they start shooting of course ....
You all manage to hide yourselves to either side of the doorway, you having to be pulled back into cover by Granite, and with you out of sight the shooting stops though you know at least three of them wait outside in the hallway for you. The likelihood one of them ran off means more of them could be coming any time now, what to do ...
Note: The abandoned hallways, and maintenance tunnels are not shown on map, the map simply shows the most important parts of the ship. You are also not shown on here so I can keep it abstract(ish) so it'll be easier on me as the GM.
Group Equipment & StatsGranite - Perfect Condition
Inventory:
Reinforced Salvage Suit [Average Armor, Average Thrusters, Medium Battery Life]
The Skullcrackers [Twin pistols that have been heavily modified by Granite himself. Ammo: 26/26, 2 Spare Clips]
Model 93 Shotgun [Ammo: 3/3, Five Spare Shells]
Deckhand - Perfect Condition
Inventory:
Model 83 Shotgun [Ammo: 4/4, 8 Spare Shells]
Reinforced Salvage Suit[Average Armor, Average Thrusters, Medium Battery Life]
Mono-Saber [Specially made close ranged weapon designed for excellent performance in the mostly enclosed spaces of spaceships.]
Name: Kim Smith
Ship: The Lazarus
Clothing: Casual Red Shirt and Blue Work Jeans
Inventory:
Kiltra Deck Revolver [Ammo: 6/6, 8 Spare Bullets]
Wallet [428 Credits]
Reinforced Salvage Suit [Average Armor, Average Thrusters, Medium Battery Life]
Ship Permit, and Salvaging License [Lists you as one Jon Roberts with the title of Captain]
Information:
Small Cache of Credits aboard the Lazarus [1365 Credits]
The Lazarus's engines are damaged and only run at half capacity.
The Railgun on the Lazarus has a one use cover on it to hide it from view.
I'm not running the fight through this update to allow you guys to develop a plan on how to fight them, I'll try this way of doing battles for a few encounters then a few of running through an initial fight before allowing you to take over at some crucial point to see which you guys prefer.