Well. Not much one can do about another ship in an engine room. Well actually.. Eh Rai didn't feel like hosting that debate right now.
Mech-hanger sounds cool.
Not much of an engine room. Hanging out in space is fun. Also, that glowing dot is getting brighter. It's almost here.
Rai heads down to where he remembered the mech-hangar to be, based on the ship layout. He walks in to behold a trembling floor and a danching mecha. It looks like the only option has already been taken.
Suddenly the ship trembles again, as if something hit.
Strength: 3 - 2 / 3
Dexterity: 3
Speed: 9
Reflex: 9
Con: 3
Endurance: 9
HP: 17/20
Criticals:
Broken rib (-2 to effective strength)
Equipped:
Pistol
->Can be used to fire ranged attacks at close range
Submachinegun (4/4)
->+1 to ALL ranged attacks
->Can be used to fire ranged attacks at close range
Inventory:
Unmarked Vial x2
Jackson stands up.
"That should do it. Might want to get ready for an 'inspection', pals."
He then proceeds to the mech hangar.
There's a closet on the wall with red paint detailing its purposes:
"Newbies:
WEAR A MECH SUIT
If someone scratches the thing again he's gonna be dangling out the airlock for 24 hours
-Gearmaster Taurus"Good to hear.
Jackson swaps out his spacesuit for the pilot suit. It's not particularly awkward to wear outside the mech, and it doubles as a pressure-suit, but once he enters the mech it starts to deform in the limbs and shoulders, making him feel off-balance. Surprisingly, this makes it easier to control the mech. There is direct feedback between the mech's stance and the suit's contortions, and that helps the pilot figure out whether he needs to lean forward or to compensate for swinging the mech's arms.
[5 => 2] He now manages to swing Longinus' lance without tipping over.
Suddenly the ship trembles again, as if something hit.
LONGINUS
Masses 18t
Top speed (Terran environ): 90 mph
Top speed (Lunar environ): 74 mph
Jetpack Thrust/Weight: 2.1
Jetpack max deltaV: 1350 m/s
Armament:
->Lance of Longinus (4x melee damage multiplier)
->20X SRM Rack (2x damage multiplier) (20/20) (no reload) (limited ammunition) (1000m midrange) (AP: 2)
->Pulsed Particle Rifle (3x damage multiplier) (150m midrange)
Can remove governors (+2 to all melee/ground movement, take 1 guaranteed damage per turn) (AP: 3)
Stats:
Strength : 40 (can boost energy weapon damage)
Dexterity : 10
Speed : 50
Reflex : 20
Constitution : 25
Endurance : 10
HP: 50/50 (Armor: 4)
Strength: 7
Dexterity: 6
Speed: 6
Reflex: 3
Con: 6
Endurance: 8
HP: 20
Equipped:
Pilot Suit
->Helps simulate the mech's stance, allowing the pilot to compensate
->+2 rolls to mech actions
Light Machine Gun
->Always passes Initiative rolls if you throw more dice than your target
Pistol
->Can be used to fire ranged attacks at close range
->+1 roll count against unarmored targets (hollow-point ammunition)
Inventory:
4 Grenades (+4 Small Blast consumable)
Strength: 4
Dexterity: 6
Speed: 10
Reflex: 6
Con: 5
Endurance: 5
HP: 20
Equipped:
Awesome Handcannon (6/6) (Manual Reload x2)
->Can be used to fire ranged attacks at close range
->ANY attacks (even without using this weapon) deal +1 bonus damage for every 6 you roll
Inventory:
"So many machines here. I can hear their singing clear as day. I wonder if they worked on any weapons but were left half-finished?"
Look for any partially-finished weapons left around the factory, ones that might be quickly finished.
[3 => 2] It's a pirate ship, so there are scores of unfinished projects in the trash heap! Evidently, those who started on them were much less skilled than you are.
Or perhaps they just found something better to do with their time.
Abelard finished his work by testing the retrofitted drill he found. Its electronics were fully functional; it even had a ToDo list explaining what was and wasn't finished. The last note attached was:
"Not interested in finishing this piece of garbage. Too heavy to hold in a single hand--what's the point?"
Suddenly the ship trembles again, as if something hit.
Strength : 6
Dexterity : 5
Speed : 4
Reflex : 10
Con : 5
Endurance : 6
HP: 20
Equipped:
Digitron
->Strength: 2
->Dexterity: 2
->Regenerates 1 of each stat per hour
Megadrill
->Two-handed
->ALL melee attacks pierce 2 armor
->You have the option to use Frenzy: x2 rolls for every stat point consumed, but you cannot boost your dodge or parry
Inventory:
Jetpack Suit (Costs +1 extra agility to use)
Bio-analyzer (Tracks a database of DNA sequences, using gathered pollen and spores)
I use my phone as a flashlight and go to the bridge but listen carefully to whatever possible dangers there are.
And I walk into the pitch black
Riker turned on his lights and opened the door on his shuttle. Air rushed out, and he was left in silence.
His suit's lights illuminated his surroundings. Tanks of oxygen, hydrogen, and supplies lined the confines of the chamber he was in. He felt no gravity, just his magnetic boots pulling him to a graded floor. Underneath the floor he saw hydraulic machinery boostrapped together. There was no rhyme-or-reason to anything's layout, it was just built to work.
He found no doors leading out of his current location. No signs or anything telling him where he was.
The walls had hydraulics, however. It looked like a system for lifting a massive door. Perhaps the arced ceiling itself was a door.
[3 => 3] He looked around and immediately saw a box on the wall, wired haphazardly to the pistons and hydraulics.
Pressing it, the ceiling opened up silently to a vista of stars
This definitely wasn't the mothership.
Climbing up the wall, he stuck his head out of the cargo bay. On one side, there's a huge greenish-black monolith, with glowing energy lines stretched out across its surface.
On the other side, he spots a rotating hab section. And a very bright star coming from the back of the ship. That must be another ship--
--It hurts his eyes to look. The other ship, a very long, needle-shaped craft with two laser turrets near the engine block, firing its thrusters in a deceleration burn and last-minute maneuver, swells to its full size. Riker saw a gossamer thread dangling from the side of the other craft--a gossamer thread which then tangled itself around the rotating hab section's support pylon. The other vessel reeled itself in, and soon Riker could make out marines in spacesuits leaving the airlock, armed with rifles.
Strength : 9
Dexterity : 3
Speed : 5
Reflex : 4
Con : 8
Endurance : 6
HP: 20
Criticals
Anoxia (5)
->Strength and speed costs doubled
->Every time you make a recovery roll, treat this as a stat you must recover. Once you recover 5 points, this condition goes away.
Equipped:
Rail Pistol (5/5)
->Can spend charge to boost an attack
->Requires an electricity source to recharge
Inventory:
Space Tool
->Acts as a light, screwdriver, drill, and soldering iron
"F' course I can sir. Let's get to it then."
Follow the officer to the marines. Before starting off on my pep-talk, break into a grin at the assembled soldiers.
"Men! I s'pose this is the point where I'm givin y'all a shake-up, a prep for this here mission. Well, I ain't gonna giva ya a talk on trustin' yer instincts or how yer all strong men of the navy. Y'all right now, you just hafta know one thing.
These are pirates, gentlemen. You are soldiers. I guess that's two things really but whatever. The point is that each f' you, yer trained and you know what yer doin', while th' idiots on that other ship prolly don' have a goddamn clue what to do right now. As long as th' lot f' you don't do nothing stupid, victory is pretty much assured!"
Flash another crooked grin.
"And y'all got me, watchin' yer backs. So there's nothin' to worry about anyway! So let's go in, kick some ass, and blow the whole place t' hell n' back! Who's with me?"
[3+2 for style => 3]
Eddie's pep-talk elicits a resounding cheer. Fists and barrels fly into the air, bump off the ceiling, and are soon followed by the marines themselves, floating about unprepared for the sudden reversal of gravity.
"I better get out of the airlock," says the captain, hanging onto a rail.
The airlock completes a pressure cycle and lowers the concentration of nitrogen in the air, lowering the pressure so that the plasma screen can hold. The door finally opens, and a purple haze obscures the backdrop of stars; up above, the target ship looms, with their cargo bay door evidently open. Eddie spots a helmeted figure peeking his head up out of it. Everyone will have some initial velocity as the Cruiser has just attached itself to the ship's spinning pylons, producing artificial gravity by rotation.
Each marine wearing (+1) combat armor has a shaped breaching charge that can rupture a couple inches of steel, an assault rifle, and a pistol. There are 10 marines in total.
Although you don't know the target ship's internal layout, Eddie has the following tactical options laid out before him:
->Target an airlock and breach it (perhaps it's unlocked?)
->Sabotage the zero-G section of the ship and force the enemy to come out for a fight (salvaging the ship may be difficult)
->Blindly breach a section of the hab, hoping to catch the enemy off-guard.
Strength : 8
Dexterity : 6
Speed : 4
Reflex : 6
Con : 5
Endurance : 7
HP: 20 (Armor: 1)
Equipped:
Flaksuit (10 durability)
->+1 to Armor
->Durability decreases by 1 each time your armor fails to protect you from damage
Navy PDW (4/4)
->Shoots electrocuting flechettes
->Forces enemy to roll Constitution. Enemy is stunned for turns equal to (Damage Dealth - Result)
Inventory:
Demo charge x2
->Single use: +5 to +1 bonus damage from 1m to 5m distance
->If all dice fail, the detonator was a dud and the charge doesn't go off
Detonator x4
->Can be set for timed, impact, or remote detonation