Ship CrewDio slams his fist on the nearest control panel. He should have probably taken more of his old ship with him, but nothing about that could be done at this point.
AFTER slamming his fist on the panel, try to point the ship's weapons toward weak points on the Customs ship, leaving the safety mode on. He hoped the pilot matched speeds reasonably well enough that the aim wouldn't drift. Afterwards, check the fridge for a drink (if there is a fridge at least).
To everyone via radio:
'If the airlock doesn't open... Well, we do have a tool for that.'
You aim the ship's cannon, and point defense turret at the Custom's ship wreck before getting up to go check your ship's kitchen for something to drink. When you open the fridge you find several shelves filled with some of the cheaper food, a shelf full of beers, and a shelf full of a glowing green soda labelled 'Rocket Boost'.
Amelia bookmarked her book as she noticed Dio's movements--no words were spoken, but she assumed he was working with the weapon systems. Noticing that her console was able to show their output as well as her navigation data, she realized that it would be manually difficult to control both at the same time.
Noticing that she was thinking on two different tangents, she made a mental note on that point. "He has a
point; I won't be flying this close to let the boarding team get near that thing if it was unstable. Newton's laws and all. Just...don't get trigger happy; knowing the specifics of the armaments this ship has, any resultant shots by them, to the ship right next to us, will cause quite the miniature debris field from origin to impact."
>After the away-team gets to boarding the derelict, maneuver lightly to ensure safety for all.
> Ponder on an adaptive support computer that would aid any ship-based actions (like, give +# to rolls; like an AI, or something to regulate the "non-gamey" things like personnel rations and other stuffs, probably ending up with a flavor-boost or a trait boost due to efficiency)
> Also, quickly get over to the airlock BEFORE THEY OPEN and lend my pistol to Tobias Kavanagh.
You think about moving the ship to ensure safety for everyone, but the ship is already in the best position thanks to your previous maneuvering. Of course on the topic of safety you quickly remember Mr. Kavanagh only has a knife as a weapon, and so you run down to the storage bay and hand over your Radlin to him.
With that done you head back up to the bridge as another idea comes to mind about potentially creating some kind of adaptive support computer for use in combat.
However this specific plan is a bit outside of your area of expertise, you think it might be possible, but you're going to need someone with a fairly advanced grasp of programming and computers to figure it out.
Away TeamLooks like I'll just have to improvise some weapons while on-board. That's fine. If nothing else I always have my fists anyway. TK cracked his knuckles and his neck.
"Ready to board on your signal." Kavanagh took a place by the airlock and waited for the go-sign.
The bulky suit was a stark contrast to the rail-thin Tobias Trent. Toolbox securely strapped to his back, he made sure the door to the interior of the ship was sealed before nodding.
"Alright, we can open the airlock... pop the cork, as it were."
Open the airlock and observe the wreck. If there's a safe looking place to board, do so.
”Okay – let’s go then. I’ll get started on the target straight away if you two’ll check the rest of the ship…”
Go! As soon as the immediate area looks safe, start detaching and salvaging the target unit.
Once everyone is ready the three of you make last minute checks on your suits, and head into the airlock which seals shut behind you before beginning to decompress. After almost a short while the only thing left for you to hear is the sound of your breathing and the slight static of the comms channel adjusting for your move across to the wreckage.
The door to space slides open and you see a gaping hole in the hull across from you that opens up into a pitch-black hallway barely lit up by the lights from the airlock. You turn the suit head lamps on, and then wait as two lines fire out from the airlock with grasping claws on the front that cut into and clamp into the hallway wall.
Neal takes a moment to test how sturdy the cables are with a few quick tugs before giving the others the go ahead to cross over into the wreckage. Using the lines as guides the three of you lunge across the gap to settle into the wreck itself revealing a long hallway with several corpses floating along it. The hallway leads out in both directions, to the front you can see the hallway splitting off to the left and right with doors lining the way.
Further back towards the rear of the ship is a crushed bulkhead that leads into the reactor room where the generator has been replaced with a hole through the ship ...
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: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]
Radlin Striker Handgun [Damage: 4, RoF: Single Shot() or Burst Fire[3](✔), Clip Size: 12/12, Pistol, Selective Fire]
- 3 Magazines (12/12)
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.