Ship name suggestions: Esperanza, Goodwood.
Name:
Hitpoints: 4500/4500
Armour: 36+400/36+400
Weapons:
-> Siege guns, 4/4
Ammunition: Empty
-> Railguns, 16/16
Ammunition: 24,000 rounds (100%)
-> Remnant Fracture Cannon, 1/1
-> Triple laser Turrets, 48/48 (8 fore, 8 aft, 8 port, 8 starboard, 8 dorsal, 8 ventral) Short/medium range.
-> Saturation Frag Cannons, 10/10. (1 fore, 1 aft, 2 port, 2 starboard, 2 dorsal, 2 ventral) Short range saturation fire
-> Missile Racks, 60/60. Medium/Long Range
Ammunition: 2400 Hyperion Anti-Ship (Standard ASM) (50%)
-> PD Racks, 30/30. Anti-missile missile launchers.
Ammunition: 18000 AMM (100%)
-> Engineering, 100/100
Major Tooling, 240/240 (Manufacturing tools)
Remnant tech level (+2 to repair checks, -2 to logistics checks)
Minor Tooling, 240/240 (Repair and portable tools)
Remnant tech level (+2 to repair checks, -2 to logistics checks)
-> AI System, 8/8
Unresearched Notes.
-> Engines, 300/300
3x Mark V. (Maneuverability checks at +0) (-1 per 60 points of damage)
Power generation, 512,000/380,500
Engine bonus armour, 24+120
-> Hangar Bay. (Enhanced Remnant tech level, +3 to repair checks, -2 to logistic checks). 80/80
48 Skyripper Beam Fighters (Enhanced Remnant tech level)
24 Old Imperial Bombers (Unknown Class)
18 Shield bearer support Fighters (Enhanced Remnant tech level)
17 support vessels. (Remnant tech level.) 6 mining ships, 2 salvagers, 4 gas harvesters, 1 refinery ship, 2 repair/construction ships, 2 tugs.
1 salvager (Contemporary tech level.) (Enhanced Shields)
-> Sensors
Combat Sensors, 40/40 (Remnant Tech level) (FTL Detection)
Passive Sensors, 24/24 (Remnant Tech level)
-> Pods
0/24,000
-> Jump Drives 150/150 (internal), 200/200, (external). (4 joint-jump, Remnant-tech level navigation)
Consumes 240 fuel/jump
-> Multiphasic shields. (Mass/Energy/Particle/Reserve) (1000/800/800/450) (4% regeneration)
-> Consumables:
Fuel, 7975/8000. (12 months, standard operation)
Food, 1,290,000 person-days of emergency rations. (Taste god-awful)
11,000 person-days of real food.
Resources: 240 units of internal storage (Pods may be used, too, and can store at least a hundred times as much.)
Empty! 0 units of exotics, 0 units of rares, 0 units of common materials, 0 units of unprocessed fuel
-> Crew + Passengers
80/8000. (Below Minimum!) -4 to all ship rolls! In-combat damage control is impossible. Ai system reduces penalty to -2.
Minimal crew is 600, which is a -2 to all ship rolls. (Ai reduces penalty to -1), and allows in-combat damage control, although at -3.
Reduced crew is 2400. -1 to all ship rolls. (Ai reduces penalty to 0), in-combat damage control at -1, and crew bonuses are disabled.
Acceptable crew is 4000. -1 to all ship rolls. (Ai reduces penalty to 0), in-combat damage control at 0, crew bonuses limited to +1.
Standard crew is 6000. No penalty to ship rolls, in-combat damage control at 0, crew bonuses limited to +2.
Optimal crew is 8000. No penalty to ship rolls, (Ai bonus of +1), in-combat damage control at +1, crew bonuses uncapped.
Quarters exist for some 12,000 crew. There are also full staterooms for 50 luxury passengers, and 100 high officers.
..In addition, there are barracks for some 2500 soldiers or marines, including a few hatches for vehicle bays.
Just hit upon another idea. Can we probe the AI/computer's database of known target profiles? Like, does it have image recognition of what kind of targets it would recognize, what ship classes and size categories that would be known to it? If so, that might help us identify other ships from the same era. If it has target profiles, maybe it also has some rundown of known capabilities of those ships!
Research (No research skill) 2d8 (3,8) -2.
Yup! You can't find the raw target profile information in the weapons computers, but you can certainly pull up an old ship recognition guide!
Now, in order to not fill the game with a 200 page manual of ship types..
..In general, old Space Cruisers like the one you are on are the mainline battleships of the High Imperial era. There were a couple dozen classes, with different specialties, although you don't have detailed information about their capabilities, only general ones such as speed, basic firepower, and storage/jump capabilities. They were all fairly generalist ships.
Specialty ships were mostly of the next size down. Carriers, gunships, missile boats, pod carriers, heavily protected Brawlers, and siege-focused Battleships.. these were ships that were expected to be attritted, and to take more acceptable causalties.
Below that were Patrol Ships, Local Defense Cruisers, and various other medium-sized classes. Things on this scale exist in the modern day, including a few survivors from the old times. They're generally fleet flagships or mainline warships of more powerful groups.
Below that is a whole mess of Sports Cruisers, heavy fighters, support ships, small freighters, etcetera, forming the backbone of the Old Imperial navy. Your old salvager would fit into this group, as would most of the stuff in the hangar bay.
Would it make sense to take the map data from our salvage ship and upload it to the big ship? The maps might not be very expansive but they should be up to date, right?
If yes, start doing so. Make sure to make a backup copy of the current map database first if possible.
If not, check what would be needed to repair that pierced tank in the hangar bay, and if there's more damaged parts.
Either way, try to get some AI assistance for the task (do we need to specify that, or is it assumed unless told otherwise?)
Name: Zakharov Gagarin.
Additional details: Eternally curious, wishing to see the cosmos and uncover its many secrets.
Specialty: Research
Secondaries: Engineering, Piloting
Yup. The systems are actually compatible. Which makes sense, given they were expected to need updating, and there are really strong incentives for keeping the format the same. It's a simple and painless process.
The pierced tank in the hangar bay is a trivial fix, being a simple hole in a bit of tankage. Of course, like everything else in this treasure, you want to handle it with kid gloves.. (4,4) +1 (Engineering skill) +3 (Hangar Bay), -2.
..but it isn't hard to find the tools, drain the tank, cut a hole, remove the tiny chunk of debris, and seal up a new patch. Good as new! Well, almost. The patch is visible, but.. (Hangar bay restored to 80/80)
((No need to specify AI assistance.))
Name: Ceglan
Additional details: Has sickly grey skin, owing to the toxic athmosphere of his home planet. His face and head are clean shaven, a holdover from when he needed to guarantee good seals on environmental gear. He no longer constantly wears the full body environmental gear as his fellow countrymen have the habit of wearing, but oftentimes still walks around with a rebreather because it comforts him, leaving only his eyes as the only visible part of his face. His body is criss-crossed with all manner of tattoos, though the vast majority are covered up by his clothes and gear.
Specialty: Ground Combat
Secondaries: Engineering, Logistics
Long used to being in confined spaces, Ceglan takes a solitary walk through parts of the ship's corridors. Seeing as his fellows are busying themselves with looking around the big ship and the smaller spaceships, go and see if we have the following, ask the ship's AI for additional info if possible:
- Do we have an armoury (personal arms, armour/suits, other gear?)
- Ground based craft, both for combat and utility
- What defences this ship has for the inside? Meaning, what sort of systems are in place (if any) against boarding?
- Is there some sort of library?
There is an armoury. Several, in fact. The ship is equipped to carry 2500 ground-pounders.. although their barracks and armouries are empty. There are racks for power suits, and a few small vehicle bays to equip them with heavy weapons or support units, but they're empty. You're gonna need to make equipment if you want to use it.
For internal security, there are secure doors, lockdowns are possible, and can be done locally or with AI commands. The lifts may also be secured. Some of the key hallways are set up for use as security checkpoints, such as the ones to access the hangar bay, the main engines, the AI rooms, the troop armouries, and the bridge. There is also surveillance, both cameras and through the AI. Still, you need crew to run internal security properly, and this isn't a ship paranoid about mutinies. There isn't anything like interior turrets, and although the ship is well divided to resist damage, the projected bulkhead system is not built like a prison and someone with the proper tools can rearrange walls or breach even secure doors, with time.
There are some weapons on board. The ground pounder armouries are empty, but the on-ship security sections do have old Imperial weapons in them. The ammo-based ones need new ammo, but you can snag a suit of light personal armour and an energy rifle. There are pistols as well, if you'd prefer one of them.
(If you wish, you can add "Light personal armour, Remnant Tech" "Energy Rifle, Remnant Tech" and "Energy Pistol, Remnant Tech" to your character sheet. This applies to any player who wants to arm themselves.)
..As for a library, absolutely. It's a ship intended to carry tens of thousands of people, there is indeed a library, with books, both physical and electronic. It looks like videos and music were distributed more locally, with individual quarters having video screens and headphones. There are a couple of spaces designed for meetings or groups as well, where many people can enjoy the same movie, and there is even a small concert hall for performances.
I listen, somewhat reclusively, to the various conversations and doings of my fine fellows also on this excellent ship.
Then I look into what the AI can tell me about robotic crew it perhaps can access or create, rapid-cloning development tech it may have, and other ideas it can suggest that might help us few become us-the-many, and adequate for the ship's needs.
I discuss the AI's understanding of what all these humans-in-the-loop are actually needed to do, and if we could handle information and decisions to support it while it does even more of the heavy lifting than originally expected/intended.
Name: Aunaewan
Additional details: Reclusive prompt engineer who got embroiled in this situation through a lengthy series of unlikely and unexpected events. Might take a liking and assist someone or anyone.
Specialty (primary): Diplomacy
Specialty (secondaries): Sensors, Engineering
"Robotic crew.. interesting.."
At the minimum crew levels, you're providing some very key redundancies. Theoretically you can pilot this ship adequately with only about forty people. The trouble comes in combat, when systems are strained. There are some main issues:
Sensors can fail. Bad data to the AI means bad decisions, which can spiral out of control. There needs to be someone who can decide which sensors are right, and which ones to ignore, as well as being available to hit the big red button should something be hammering out of control somewhere.
It's a warship, and damage is a state of life. Most maintenance functions are AI assisted, particularly inside the core areas of the ship. And there are already tiny bots roaming the halls, moving things around and doing a good number of maintenance tasks. But these fail, and they might not be able to access every single location on the ship. And, like everything else, hits can mess things up. It'll take the AI a good amount of time to figure out if a hull breach is more important than an overheating turret, and prioritizing thing one over thing two is not what it's best at.
Third are dependencies. If something AI-required breaks, it needs to be fixed before anything else can do anything, which could lead to the shutdown of something important being ignored while the AI fixes the camera before it can look at the problem. Having crew around leads to an additional, important degree of redundancy.
Still, none of this is impossible. Reducing the optimal crew levels will require a major redesign of the ship.. but getting more out of minimal or sub-minimal crew? Should be possible.
((To do this, you'll need to make one or more successful research rolls for each type of equipment and ship systems, and then gather resources to build the additional automation components for them. Successes will reduce the crew levels needed for the various reduced functionality breakpoints.))
Leverage passive sensors to get a read on this system. Try to figure out what it can find and what it would miss.
Name: Vladimir Tussos
Additional details: Fabulous bushy mustache, shrewd eye for the bigger picture
Specialty: Sensors
Secondaries: Weapons, Research
Ship: Main Guns, Sensors, Pods, Jump Drive
This system kinda sucks. It's an empty brown-dwarf system with very little to look at. The cruiser was probably hidden here, in a place nobody would go. Brown Dwarfs are so, so common in the galaxy you could hide all the fleets of all the empires to ever exist around them, and there would be a thousand empty brown dwarfs for each one with a ship.
((There doesn't seem to be any agreement on where you would like to go with this ship, so it isn't moving at this time.))