(2d8) 7,5 -2 (sub-minimum crew)
There is room to improve here. The removal and replacement processes are heavily automated, but the test chamber.. that's not properly done. The tests there can be measured with some new computerized tools..
..you get to work for a bit.
You can add 'Enhanced Shield Automation Routines' to your character sheet. Note that they need 24 units of basic materials, 4 units of electronics, and 4 units of enhanced resources to build. When installed, crew requirements will be cut about 1%.(2d8) 8,5 +3 (Sensors) -2 (sub-minimum crew)
Examining the middle-ring system with the new, dream-like sensor systems, Vladimir documents and categorizes the available resources.
"Okay, just going to list at basic, readily-available stuff first. Nothing we need to work hard for, or set up some kind of base. Just stuff we can pick up and gather easily."
Resources:
Basic resources, >500,000 units
Enhanced resources, ~3400 units
Advanced resources, 240 units
Exotics, 14 units
Processed materials:
Basic materials, 5,200 units
Enhanced materials, 11 units.
Electronics, 8 units.
Weapons, 1 unit
Gases (for mining purposes)
Water, ~unlimited (high availability)
Hydrogen ~unlimited (high availability)
Heavy Gases, ~unlimited (high availability)
Basic Chemicals, ~unlimited (high availability)
Enhanced Chemicals, ~unlimited (Needs containers, moderate availability)
Fuel Radioactives, >500m fuel units (extraction rate moderate.)
"And that's all. Looks like there's an old cache of weapons here, might be something interesting."
Take a gas scoop craft out for a scoop. We'll get some material to work with, and I'll get to see what these small craft can do. Shouldn't be a problem having low crew with a small craft, either.
Kaitaryn heads to the hangar, grabbing a few hands to pilot one of the gas harvesters. These aren't so much 'scoop craft' as 'small industrial spaceship. Normal crew for something like this is about fifty or sixty people, but with the big ship in the area you only need a couple of hands to help turn on the engines, align the scoops, monitor the fill and flow.. well, assuming you don't want to sleep, or get best efficiency, or fix something that's broken..
Can certainly collect stuff with it, if the big ship is here to watch over you. Need a crew if you want it to operate independently, though. And heaven help you if there's combat.
Interestingly, it's not unarmed. It's got full remnant-quality shields, more than capable of handling things out here, if not the same quality as the ones on the Esperanza. And it has a few weapons. Nothing compared to the old cruiser, but it can probably see off a small pirate ship or two.
Jump-capable, and it's got full long-range communications. Mining sensors, too. Doesn't have the manufacturing ability of the cruiser, or the full pod command network, but it has the ability to fill and empty cargo pods, as well as tanker capability for gaseous and liquid cargo. Overall, it can handle about 4,000 units of fuel and about 40 units of gas or liquid cargo internally. It can't process fuel radioactives into fuel, unfortunately.
It's also not fast. This is no dogfighting ship, it's a porky industrial ship. Less pokey than you'd expect, because seemingly everything Old Imperial is better, but it's not quick even by contemporary standards.
Name: Esperanza
Type: Unicorn-Class Imperial Cruiser
Hitpoints: 4500/4500
Armour: 36+400/36+400
Weapons:
-> Siege guns, 4/4
Ammunition: Empty
-> Railguns, 16/16
Ammunition: 24,000 rounds (100%) (200 units for 1x basic materials)
-> 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%) (60 units for 1x basic materials, 0.5x basic chemicals, 0.5x enhanced chemicals.)
-> PD Racks, 30/30. Anti-missile missile launchers.
Ammunition: 18000 AMM (100%) (3600 units for 1x basic materials, 1x hydrogen)
-> 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.
Gas harvesters: 4,000-size fuel tank, 40 units of liquid/gaseous cargo, can harvest 0.2 units/day at minimal availability, 1 unit at rare availability, 8 units at standard availability, and 160 units at high availability.) Armed and protected at a (small ship/remnant tech level) Cannot refine fuel.
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, 7715/8000. (12 months, standard operation)
Food, 1,290,000 person-days of emergency rations. (Taste god-awful)
10,900 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.