Buy 6 clips and the laser sight, attach sight to Striker, do firing range training plan but use only two clips: the one currently in it and the sixth one, leaving the other five for later.
Upon hearing your request Grax quickly starts sorting through some boxes in the bottom of a display before pulling out six loaded magazines, and grabbing one of several laser sights off the top shelf before placing them on the counter.
"Your total is two-hundred and sixty credits, I hope you purchase your firearms and firearm related goods from here next time as well."
With that done you leave the store with Neil still talking over a fairly large purchase to head for the shooting range, and hopefully get in a decent amount of practice for when you actually have to use your newly obtained pistol. You are quickly amazed by the sheer number of firing ranges on a space station, a total of six as far as you've found each of which has specially designated sections for Class I firearms, and Class II firearms with quite a few heavily armed guards strolling around. You chose one of the empty ranges at random and setup in there before pressing the button on the display that says 'Beginner' causing several targets to pop up in the range, and start to slowly move around.
You spend about half an hour there, and expend 23 bullets in total though by the time you leave you feel you've made a fair deal of progress towards becoming quite a bit more accurate with a firearm.
((Well, no ship guns. Shall we get an assault rifle or a machine gun for the crew? And some grenades? And buy whatever you need, techwise!))
"Welcome, Coleman," welcomes Neal, sticking out a hand. "Good to have you on board. I'm Captain Aurelius." He waits for a second for Coleman's military instincts to kick in and for the soldier's body to begin to straighten into a salute... "But we don't particularly take that seriously on this ship. I think the only thing it means is I have to talk to more outsiders than the rest of us. We've just had our first almost practice run and think to be heading out somewhere a little rougher this trip, so it'll be good to have you along."
Buy the laser sight and 2 full clips for my shotgun.
And how about an assault rifle, 10 clips, and 3 of each grenade if no one suggests anything different?
And then I'm ready to go interact with Harold, and then choose our next mission.
You list off a series of Class II weaponry that you'd like to purchase before giving Grax your information which he uses to confirm that your license is currently pending full in-statement which he says will require you to wait until you get the license officially, but until then the goods you purchased are reserved for pickup. With that put in order you hold up your shotgun and ask if he has any shells for sale for it,
"Oh? A Calmar Law Enforcement Issue Regalian, and considering your getup and the fact that you came here to purchase firearms I'm going to take a guess that you are ex-law enforcement since Calmar doesn't allow its law enforcers to purchase from weapons dealers unaffiliated with the ruling family. These shotguns are on the very border of Class I so each shell is going to run you twelve credits, but I have a small stock of that gauge in the warehouse though for in the interest of our continued business I'll cut you a deal on the shells, ten a piece. Feel free to come here for all of your Class II or I needs after today!"
With that last statement Grax tosses a box of shells onto the counter alongside a laser sight which you promptly pay for along with covering the costs of your much more impressive firepower purchases.
---
Finally done with the shopping for the day you realize its about time for the meeting with Harold, and quickly head for the entertainment deck to meet up with him and his work buddies at that bar
Crimson Comet. Not exactly an impressive name, but the place itself is interesting enough as you arrive outside to find a neon sign hanging over its door of an old school surface to orbit rocket with the bar's name in green letters on the side of the rocket. You can hear chatter from inside along with some soothing jazz tunes, but as you open the door a bell clatters against it causing the room to go silent as over a dozen patrons inside turn their eyes towards you while their hands go to the firearms at their sides. The atmosphere is tense until Harold breaks the silence,
"Hey, Neil over here!"The previously nervous patrons quickly turned to smiles as they realized someone knew who you were, and you hastily make your way back to a booth occupied by Harold, a stick thin tan fellow with spiral blue tattoos covering his arms, and a white haired lady who seems to refuse to take off her body armor even when she's sitting in a bar full of armed cops. The chatter starts to pick back up as you sit down, and Harold introduces you to the other two,
"The lady in the armor is Chief Overseer of the Lower Docks for the station, Paula Carol though we all call her White, and this other fine fellow is the Lower Docks Head of Security Mitchell Burnstein. Sorry about the tense atmosphere Neil, but Customs hasn't been relaxed ever since those new pirates started acting out in the system ..."Harold sighs as he sits down and starts to drink a beer in front of him before signaling for a waiter to bring another round.
Look up youtube videos of ship launches. Surely there's some way to guess the length of the exhaust plume based on easily-researched data...
You spend your time using videos to try and determine the effective range that your ship's exhaust could be use as a weapon, and after a few hours of videos and articles you've come to the conclusion that the other ship will have to be fairly darn close, will need to sit still long enough for your engines to fully kick in, and then stay within the burn distance for a period before it'll cause any reasonable damage. Then again the exact effects allude you as you can't really learn literal rocket science and metallurgy so quickly.
Get 3x boxes of those Advanced Electrical Components from personal funds. We'll find a use for it later. [143-120=29]
Amelia also transfers all information she received from checking the Goods to the rest of the crew.
Request buying from crew funds: an Advanced Toolkit; Machining Workbench; Portable Plasma Torch w/ 2 Fuel tanks {2400 creds in total}
With the exoskeleton project coming along well you decide to pick up a handful of extra tools, and parts to aid in the furthering of a truly vital creation. You purchase a toolkit, the portable plasma torch with two fuel tanks, and three small portions of some advanced electronic parts before informing the others of the prices you'd found. Shortly after Trent sends you a message asking you to pick up twenty more portions of the electronics for another project.
Request buying from crew funds: an Advanced Toolkit; Machining Workbench; Portable Plasma Torch w/ 2 Fuel tanks {2400 creds in total}[/b]
Agree to all but the machining workbench -we have one already.
Then use some of those advanced electrical components to build two batteries for the exoskeleton - a main and a spare.
Get Amelia to help, if she so wishes.
Claim the shotgun floating around, since no one else seems to want it.
After sending Amelia a message to pick up quite a few more advanced electrical components, and then grabbing the shotgun that has been lying around you set to work on designing a battery addition for the exoskeleton.
Your new project is fairly easy to implement as you work up a design for a homemade battery, and make the appropriate adjustments for installing it into the suit's preexisting electrical system.
Credits: 9,400
Licenses:
Everyone - Black Martyr System Salvaging License
Neil - Class II Weapons License
Dio - Class I Weapons License
Amelia - Class I Weapons License
Tobias K. - Class I Weapons License
Tobias T. - Class I Weapons License
Rocco - Class II Weapons License
Health Points: 15/15Armor: 0Credits: 0Skill Points: 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: 29Skill Points: 0Equipment: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 StarsSkills:Skilled PilotNavigation's ExpertStarting InventorNovice Craftsman (Unlearned)
Health Points: 15/15Armor: 3Credits: 838Skill Points: 0Equipment:Regalian Combat Shotgun [Damage: 12, RoF: 1, Clip Size: 5/5,
Shotgun, Two-Handed |
Haliclax Red Dot Laser Sight]
- (20) Shells
Calmar Law Enforcement Body Armor [Armor Rating: 3]
Skills:CharismaticRestless EyesNovice Scavenger (Unlearned)
Connections: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: 419 CreditsSkill Points: 0Equipment:Radlin Striker Handgun [Damage: 4, RoF: Single Shot(✓) or Burst Fire[3](), Clip Size: 12/12, Pistol, Selective Fire |
Haliclax Red Dot Laser Sight]
- 4 Clips
Dracon Long-Knife [Damage: 4, Attack Speed: 2, One-Handed,
Fitting Weapon]
Skills:HardyClose Quarters CombatantBasic Pistol UseMarksman (Unlearned)
Novice Scavenger (Unlearned)
Health Points: 15/15Armor: 0Credits: 84Skill Points: 0Implants:Modified Basic Carrigan Optic ImplantsEquipment:Regalian Combat Shotgun [Damage: 12, RoF: 1, Clip Size: 5/5, Shotgun, Two-Handed]
Basic ToolkitSkills:Basic RepairmanStarting InventorNovice Craftsman (Unlearned)
Novice Scavenger (Unlearned)
Health Points: 20/20Armor: 0Credits: 0Skill Points: 2Equipment:Maxon Longshot Bolt-Action Rifle [Damage: 10, RoF: 1, Clip Size: 6/6, Rifle,
Medium Range Scope,
Bi-pod]
- 2 Magazines
Skills:MarksmanStealthy
Ship Projects
Navigational Logistics Improvement (Modification)
Required Coding: Completed! Coding is harder to understand for anyone who isn't Dio.
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: Completed.
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.
A Gentleman's Minibar Installation
Required Work: Extensive manual labor, complete replacement of furniture and existing canteen elements, purchase of various materials including a Serving Droid. Requires 10,000 credits.
Basic Effect: A Martini please, shaken, not stirred. Improved morale, superior alcohol quality, perhaps a tendency towards drunk piloting.
Equipment Projects
Exoskeleton Frame
Required Work: Decent amount of manual labor, 8 units of basic metals required, 4 units of scrap metal, 2 units of simple electrical components.
Description: A metal framework designed to wear around a spacesuit made with attachment points for armor plates, and a built in framework of electrical cables in case of modifications requiring the usage of power. End result will require a turn to put on when in a spacesuit.
Exoskeleton Frame: Battery System
Required Work: Creation of a battery using ten advanced electrical components, and one unit of scrap metal for adjustments.
Description: Using a homemade battery you give the exoskeleton frame a power source that can hold charge that at the moment will last pretty much forever since you have nothing to spend it on.
Vanameer Model 7 Mk. II Assault Rifle [Damage: 7, RoF: Single Shot(✓) or Burst Fire[3](), Clip Size: 24/24, Rifle,
Accurate]
- 10 Magazines
3x UM Issue Mk. III Fragmentation [Damage: 3(5){8}; Blast Radius: 3 Meters; Timer: Impact, 1 Second, 5 Second, or 10 Second;
Fragmentation]
3x UM Issue Mk. IX Flashbang [Timer: Impact, 1 Second, or 5 Second;
Blinding,
Impairing]
Portable Plasma Torch [A rather well-made portable plasma torch that could come in handy for welding, cutting, and killing if you're so inclined.]
2 Fuel Tanks
Advanced Toolkit [Several sets of wrenches, all sizes of screwdrivers, claw hammers, ball-peen hammers, pliers, metal shears, etc. If it doesn't require power, you got it.]
The following are the jobs you know of, aside from that feel free to try and find your own work since there are a lot of opportunities in this system. Ore hauling, salvage work, mercenary work, item transport, people transporting, etc.
Macnameer Freighter ReclamationPayment: 10,000 Credits + Salvage not listed as Reclamation Objective
Reclamation Objective: Marathon CSF Generator VII, Flight Black Box, and Remaining Cargo.
Priority: Low, job must be completed within two months time.
Settler Pirate Incident ReclamationPayment: 40,000 Credits minimum
Reclamation Objective: All wrecked vessel power generators and flight black boxes
Priority: Medium, must be completed within a month.