You head down to the brigs to interrogate the prisoners, noticing the pristine materials and all the technology incorporated into it. Makes sense, considering this is a troop carrier.
You arrive at the interrogation room, with an imprisoned officer in front of you. He grudgingly tells you that he doesn't know anything, since
theynever told him anything. You chalk that up as a success.
Further into the interrogation, (1d20 - 20; Diplomacy has increased!) he has completely caved in and told you everything, including the exact the coordinates of their base, multiple exclusive ship designs of theirs (you didn't even know they designed ships.), and a lot more of useful information, that you can easily remember later on. Questioning the other prisoners with this evidence; many confirmed it, some called the officer a traitor. You were planning to scour the ship logs, but decided against it for now considering the main objective of it, you already have. The prisoners are relocated to long term 'storage' for processing with a minor recommendation from you for a less severe sentence at the next available opportunity.
The Frigate and corvette head to Galia; where the prisoners are processed for a reward of 200 credits, and you attempt manual repairs on your ship, which (1d20 +2 = 5) fails and doesn't successfully repair any of the damage, so you just get the Syllarn repaired at the shipyard for a minor fee of 50 credits.
Getting further of your mental 'to-do' list, you get an appraiser to value the corvette and the things inside it, which goes.. okay.
The Corvette itself, minus the weapons is about 11,900 credits worth, which is a nice sum, but it for sure isn't going to get you a new ship.
The Weapons are appraised and the appraiser notes that the PL Cannons are only worth about 500 credits, which you feel is certainly not a right price, considering enough of them to arm a ship cost about 6,000 credits commonly. The missile pods are worth quite a nice sum; 2000 credits.
The appraiser and his crew make an amazing find; apparently the ship had some high price smuggled goods aboard; which can supposedly sell for 30,000 credits if you go to the right people. Sadly these goods are smuggled, so they're definitely illegal. You'll likely get a reward for turning them in to the enforcement agencies, but not anywhere near the selling price.
You also ask around looking for people that can install the PL Cannons. You find a crew that'll do it for 1,000 credits if you want to.
You feel that you were very lucky in the past few events. You consider bargaining, since you feel a lot more comfortable now when talking to others, but more importantly; What now?
Mission 1 - Pending
Mission 2 - Patrol Sector 30-50
Self Mission - Act on the coordinates of pirate base?
Freelancing is available.
Total:
160 Green Marines - Light armor (EVA Capable), Pulse Laser Rifles
35 Regular Marines - Light Armor (EVA Capable), Pulse Laser Rifles
50 Green Guards - Uniforms, Laser Pistols
50 Green Armored Marines - Heavy Armor (EVA Capable), Pulse Cannons
You have enough dropships to last a while unless an extreme amount are destroyed.
Your ship is sufficiently stocked with boarding pods, and the means to fire them.
All Systems Fully Operational
Crew: 180/200 (High morale)
Hangars are functional.
Weapons:
Spinal Beam (Main Weapon) - A heavy hitting beam weapon that's placed alongside the ship. Usually the bottom. It only be upgraded, not replaced or removed. It's power usually changes according to the ship type. It charges for a couple 'turns', then is discharged at the enemy in a devastating singular beam. It's a fairly large beam, based on the ship type. It can generally be fired with decent accuracy.
Burst Laser Turrets - Freely rotating turrets used for point defense, and general combat. Fire lasers in short bursts.
Boarding Pods - Small pods that fit a squad. Fired upon the destination to send soldiers to. Burrows a bit into enemy hull commonly.
Heavily damaged
Main Weapons heavily damaged
Engines damaged (but online)
Fair hull damage
Crew: 20/150 (Skeleton Crew)
Hangars are functional.
Weapons:
200 small explosive missiles
Pulse Laser Cannons (Damaged, Main Weapon) - Large frontal cannons that fire an onslaught of pulse lasers towards the front
Missile Pods (Salvo Size of 10) - Basic missile pods for firing a single salvo of small missiles towards the enemy.
Healthy
Captain Uniform
1,150 credits
Skills:
Mechanics: 2
Tactics: 2
Diplomacy: 1
Known Others:
Weapons Officer - Subordinate (Skilled)
Training Officer - Subordinate
Engineering Officer - Subordinate (Very Skilled)
Galahad Sisarn (Fellow Trainee) - Friend
Fleet Commander - Ranking, Neutral
So MS Paint maps probably coming soon. Still. Sorry.
On the bright side, because I'm using a different dice system; skills! They'll be listed in your character spoiler when you become above-average in it. Each level in the skill is a +1 modifier to your rolls, and I'll only show skill based rolls, unless others want otherwise.