The decision is nearly unanimous: The ship will crash-land on the uninhabited plateau. The engines make some final course corrections.
Before the vessel de-orbits, the kerbels make some final observations on the natives. Their settlements are indeed connected by roads. They also have railways connecting the major cities and towns. Their mining settlements clearly import their food. Rough estimates place their farmland at being able to keep half a billion kerbals - More than lived on all of Kerbin when the ship left - well-fed. There is much dissent on the idea of such a high population, and the majority of the lower ranking crew eventually agree that the planet's farmland must be poor.
The ship crash-lands near the middle of the plateau, as expected. {?} - Thanks to superior engineering and Timo's piloting skills, the ship remained largely intact. The surprised crew quickly takes stock of their supplies {?}, finding only light damage. Enough agricultural equipment is intact to fully stock two pods. This will be sufficient to keep all hands fully productive, but will not be enough to feed any new mouths. The spare parts brought to repair equipment damaged in the crash may be re-purposed for other uses. The local atmosphere is breathable.
The crew has a brief party to celebrate both setting foot on an alien world, and surviving the landing. The large telescope, which did not survive, is given a proper burial.
Prefab structures:
3x Agriculture pods (1 severely damaged, requires small common & rare to fix) [seeds included]
Mining equipment
2x General workshop tool sets
Aeronautics workshop tool set
Smelting equipment
Biochemical lab equipment
General lab equipment
Basic flora & fauna analysis equipment.
Fuel refinery equipment
Basic airfield set (Electric light posts, short-ranged radio communication station, shuttle refueling and maintenance tools, 3x shuttle hangar space)
Set of small telescopes
2x Fuel-using generators (requires tiny fuel) (The spare has light damage, requires tiny common & rare to fix)
8x Basic habitat amenities (Each is enough for one team. The PCs and Kaptain may all share one.)
15x Inflatable empty structures
Personnel
4x laborer teams
Harson Kerman's engineering team
Resources
(3 months-of-use) tiny fuel
(2 months-of-use) small 4* common materials
(1 months-of-use) tiny 4* rare materials
(5 months) food for everyone
Vehicles
Set of basic construction vehicles (requires tiny fuel)
Set of basic agricultural vehicles (requires tiny fuel)
2-person recon jet (requires tiny fuel)
Armed with a pair of light rockets
Rocket Fighter/bomber Jet (requires tiny fuel)
Armed with six light rockets and a single medium rocket (2x reloads ready - Build a munitions workshop)
Other
Unsalvaged outpost vessel
Name: Kelsey Kaptansalot.
Primary Class: Kaptain
Courage: 5
Stupidity: 1
Traits: M Leadership, m leadership
(May command four teams)
Name: Dave Davidson
Primary Class: Scientist
Courage: 3
Stupidity: 5
Traits: M Biochemistry, m Nuclear Theories.
Name: Timo Kerman
Primary Class: Kerbalnaut
Courage: 5
Stupidity: 4
Traits: M Dogfighter, m rocket weaponry
Name:Harson Kerman
Primary Class: Engineer
Courage: 2
Stupidity: 3
Traits: m leadership, m ship systems, m manufacturing
(May command a single team)
Name: Cog
Class: Engineer
Courage: 5
Stupidity: 5
Traits: m Scrap Scavenger, m Bolt it Anywhere, m Let's Add Another!!!
Name: Rei Kerbin
Primary Class: Scientist
Courage: 3
Stupidity: 3
Traits: M Genetic Engineering m Nano-scale parts.
Name: John Kermoman
Primary Class: Engineer
Courage: 3
Stupidity: 5
Traits: M Agricultural Systems, m Trustworthy
The Kaptain may now issue a mandate.
PCs may now act independently.Teams are comprised of an unknown number of individuals, generally enough to work together on one task without getting in each others' way. They can't be broken up, but may be assigned to work together with other teams.
Players with leadership may assign teams (up to their leadership limit) as a free action. They may be assigned to work on their own or to aid any player they can reach. They will need to be re-assigned at the end of the month.
Players with leadership may also take the time to work out a permanent schedule for a team. They will continue to perform that action (such as working a mine) until re-assigned, and will resume that work if told to do so. They may NOT be assigned to permanently work under someone without leadership.
Laborers are a generally unskilled type. They should really be overseen if they're doing a specialized task, like research or flying around. Over a few turns, a PC may train a team of laborers into their own class specialty.
Specialized teams will perform other duties without complaint, but will do so without any particular skill.
Over one month, a single team may set-up a building and set-up equipment in it. Three PCs may band together to do the same. Harson Kerman may personally lead his engineer team to build three per month.
Suggested actions for PCs with nothing else to do: Survey the night sky with the telescopes, salvage the outpost ship, begin planning designs (provides a small bonus to the design roll), scout around, or prospect for fuel deposits.
For space technology, you have chemical rockets, theoretical ion rockets, radio comms, theoretical laser comms, telescopes, structural components, batteries, solar panels, space suits, and life support. Kerbals need very minimal life support and food if they're doing nothing. You also have propeller, jet, and ground-use combustion engines. Your researched weapons are limited to dumb rockets.
((There are probably errors. Let me know when you find them.))