TK quickly checks to see what other weapons are available, just in case - using a knife in a space suit doesn't seem the greatest idea.
You check around the storage bays, but find nothing that could be used as a weapon let alone an actual weapon. If you want something aside from the knife it looks like you'll need to hope one of the other crew members would be willing to lend you a weapon for this.
Dio cracks his knuckles.
"And be sure to check for any survivors. I want to use some of the hull to increase our own ship's capabilities."
Apparently just buying some hull plates didn't come to mind.
Check to see if we have welding equipment. If not, how much cargo space do we have? Evaluate the practicality of bringing back some pieces of the destroyed ship so we can add some armor/additional space to our ship, especially more mount space in particular.
You take a few minutes to search the back half of the ship for anything that could pass a welding equipment, but the ship is devoid of anything not completely required to be fit for use making it look like the Corp wants you to fend for yourselves when it comes to gear. Its quite annoying that such a large corporation couldn't provide even simple tools, but thankfully you should be able to buy some when you get back to Calmar and get your pay for this damned mission. Sighing you head back up to the bridge as you start to think on whether or not you could use the relatively intact hull plates from the Customs vessel to reinforce this ship, and after a bit of thought you decide it'd definitely be possibly but you'd probably need quite a few tools you don't own at the moment ...
OOC: Each storage bay can hold 500 units of materials, to put that in perspective each of your space suits is five units of space, and the drone shell is twenty. The armory compartment would be able two hundred units worth of a storage bay.
Additional Armor Plating project available!Reinforced Bulkheads
As mentioned previously, there's not a huge amount between us and an exploding engine. How best to reinforced the corridor: additional bulkheads? Reinforcing the one that already exists?
Jail cell
Even if it's a simple as removing the door handle on the inside, converting one of the rooms into a secure place to put a prisoner.
Improved cannon
How to increase the reliability of the main ship cannon (or power).
Trent clicked on his radio, his stilted, hesitant tones coming over the systems of the suits and the ship.
"Testing, testing... ah, seems to be all in order.
I doubt we'll find any thing live - circuity, or, well, humans. But remember capicitors can keep a charge, keep a jolt, long after their system has lost power, so be caareful... don't touch anything that looks dangerous.
We should probably recover the compartment first, as Neal said, but, er, feel free to pocket anything free floating that looks valuable. If it's not distasteful, if you're not squeemish, anything on corpses like armour and weapons would be good. Can build up a little ship armoury, a little weapons stockpile. Could be useful. Always trouble to be found."
After talking to the others over the suit radios for a bit you turn yourself to pondering on the simpler of your possible improvement ideas for the ship, a jail cell. The ship has eight bedrooms, and with two to spare you can easily adapt one of them to make for a jail. It'd be rather simple really to just remove the current door handle, weld over the hole on the far side, and then put a handle on the outside with several extra slide bolts at the top and bottom of the door. If you wanted to make something more advanced after that you'd need some better tools and access to a computer, and electrical parts ...
After that you think on the other two ideas you had.
In order to make the ship safer you could probably reinforce the entire generator room, take out the door there and replace it with an airlock design along with reinforcing the walls with hull plates from a ship. You'd need to put some more thought into it of course, but its a good starting point ...
Finally, the cannon improvement idea might be a bit more .... complex. It'd depend on how you went about it though a good starting point might be taking the entire gun apart to see how it works, and maybe finding a way to improve that?
Bedroom to Jail Cell Conversion project added."I wouldn't think it likely that anything dangerous remains on board, save perhaps the armory compartment. There is likely a reason we are not to open it... however, you may want to exercise caution. There may be traps set up by either well-meaning original crewmen or overly paranoid pirates."
The question is, how likely is it that unexploded munitions are in the ship we are supposed to salvage? Take a look at the damage from afar to determine as exact a likelihood as I am able.
Furthermore, what anti-boarding measures exist to deter, say, space pirates from doing exactly what we are planning to do right now? There is probably something, given that this is a governmental vessel and that nobody has stolen much that we can see from it yet (including the people who disabled it in the first place).
You take a look at the ship wreck via the feed on your datapad, and start to consider the possibility of remaining explosive munitions remaining on the Customs vessel and eventually come to the decision that it's a clear possibility. While its unlikely that the munitions systems for most of the destroyed guns survived there is the intact one whose munitions system is probably in perfect condition though you'd probably need to fire at it with your own weapons or set a fire directly inside of it to set them off.
After that you turn to worries of potential anti-boarding measures, but quickly toss them aside. The current rulers of Calmar are the Juliard family, and they have always been hesitant to invest funds into planetary and space law enforcement due to preferring the money for armaments flowed into their personal army. While internal defense systems existed and could be easily obtained with the right amounts of credits it was highly unlikely that the Customs Division had the excess funds to install defense droids, or automated turrets into the ship. Even if they had, with how much those costed, their recovery would've been one of your salvage objectives.
Getting familiar with the size of the ship--similar to how a driver gets a solid feel of the proportions of their vehicle--Amelia relaxed in her chair and propped open her beloved novel on her lap, lifting a bookmark from its place (which was decorated on opposite sides by the stars Sirius A and B). She quickly checked the ship's positioning and vicinity to ensure no danger would happen while she was immersing herself in her book. She tweaked with the ship's radio just on curiosity to see the nearest other channels. After listening to static for a few seconds, she returned to the same frequency everyone else was on, re-checking the folder objectives from memory.
"The crew is clear for boarding, Captain--just to note, we're completely safe from any significant danger, so I think the whole crew can embark while I watch the controls. We're safe as far as our sensors can see. Don't forget, we've a lot of storage space; 900 units for the numerically inclined, save 50 units for extra. When you're all done with manually dismantling what connects the armory to the ship (and any important others), I will activate the Anmyral Salvager upon your return. Bring home a memento!"
Read that book once more; ponder if I can reliably control the ship's weapon systems and commit myself to piloting at the same time.
How many turrets do we have, and where are they positioned again? ((Does it really matter if we know where they are?))
You think about possibly using the ship's weapons and flying at the same time, but quickly throw the thought aside as it'd be too difficult to manipulate the guns and maneuver the ship effectively. With that done you prep the Salvager for the work to come before sitting back to enjoy some more of your beloved book.
"Hey well, why don't you two take a gentle look around whilst keeping an eye out on the side of the target furthest from the ship, and I'll start to work on this under the watchful eye of our more comfortable crewmates... But please don't take any risks till we've got this on board, eh? It would be best to get into a position where we can achieve our target and leave immediately as soon as we can.
Mr Thompson, what does it look like? Okay to go?"
After Neal has examined from afar, if nothing makes me think it will be dangerous, start attaching the salvage removal tool i.e. get to work! Let the others stand guard and/or explore as they see fit.
Note: If possible I'll carry my shotgun holstered on the outside of my spacesuit even if this might be considered pointless or impractical.
Putting your shotgun into a holster on the back of your suit you begin to wait for Neal's opinion on the ship's potential dangers.
Health Points: 15/15Armor: 0Credits: 0Equipment:Modified 1738 Land Service Pistol [Damage: 10, RoF: 1, Ammo: Loaded, Pistol,
Single-shot,
Accurate,
Modified Relic of a Lost Era]
- (7) Rounds
Skills:Programming BasicsGunnery Savant Health Points: 15/15Armor: 0Credits: 143Equipment:Radlin Striker Handgun [Damage: 4, RoF: Single Shot() or Burst Fire[3](✔), Clip Size: 12/12, Pistol, Selective Fire]
- 3 Magazines (12/12)
A well worn copy of Love in the Stars - Effect Active, Three Turns Left
Skills:Skilled PilotNavigation's Expert Health Points: 15/15Armor: 3Credits: 138Equipment:Commercial Distribution Model II Spacesuits [5 Hours of Oxygen, 3 Hours of Battery]
Regalian Combat Shotgun [Damage: 12, RoF: 1, Clip Size: 5/5,
Shotgun, Two-Handed]
- (10) Shells
Calmar Law Enforcement Body Armor [Armor Rating: 3]
Skills:CharismaticRestless EyesConnections:Harold (Friendly) - You didn't exactly leave your last job on the best of terms, or conditions, but that hasn't undone at least one of the friendships you've managed to make with fellow lawmakers. Harold isn't particularly high up the food chain when it comes to Calmar's law enforcement, but he works Customs in orbit above the planet and has a knack for noticing things others wouldn't. He isn't likely to do anything for free, but if you need help he'd be more than willing to provide it ... for the right price.
Health Points: 20/20Armor: 0Credits: 679 CreditsEquipment:Commercial Distribution Model II Spacesuits [5 Hours of Oxygen, 3 Hours of Battery]
Dracon Long-Knife [Damage: 4, Attack Speed: 2, One-Handed,
Fitting Weapon]
Skills:HardyClose Quarters Combatant Health Points: 15/15Armor: 0Credits: 84Implants:Modified Basic Carrigan Optic ImplantsEquipment:Commercial Distribution Model II Spacesuits [5 Hours of Oxygen, 3 Hours of Battery]
Basic ToolkitSkills:Basic RepairmanStarting Inventor Health Points: 20/20Armor: 0Credits: 751Equipment:Radlin Striker Handgun [Damage: 4, RoF: Single Shot() or Burst Fire[3](✔), Clip Size: 12/12, Pistol, Selective Fire]
- 2 Magazines (12/12)
Long Range Space TransceiverSkills:HardyStealthyContacts:Melinda Mayson (Handler) - Melinda is considered your handler, and the go-between for you and the Macnameer Corporation to monitor the 78-Z9I's work efficiency. Her job is mainly to ensure that everything with the ship is fine, and to confirm that you and the crew are handling the jobs as ordered.
Navigational Logistics Improvement (Modification)
Required Coding: Unknown
Required Mechanical Adjustments: Unknown
Basic Effect: Changes to the ship's navigation systems have allowed it to more efficiently assist in course plotting, and actively handle all low-end logistical needs with expert efficiency. -2 to Flight Complications and +2 to Power Generated.
Additional Armor Plating
Required Work: Intensive Manual Labor, and Welding/Bolting Additional Plates into place.
Basic Effect: +5 Armor Rating to the Ship
Bedroom to Jail Cell Conversion
Required Work: Minor Manual Labor, slight welding work required on the door.
Basic Effect: Turns one of the bedrooms into a simplistic jail cell. The door could hold your average person, but don't depend on it holding a beast, or one of the physically stronger races.