The drone is worse off than expected and large bit of it needs to be disassembled and rebuilt.
But it's made of scrap and bits and pieces repairing it doesn't take long.
In the mean time you stay with the Cresent Dawn making sure nothing else happens to it before the client arrives.
The Client's men show up in two support ships, swiftly board the vessel and thank you for your help.
They soon report that they have the ship under they're control and that the captain is dead but the cargo is intact.
The client pays you for a completed contract and two of the bonuses for a total of 2250 credits.
As you head back to the station you recieve word that the local athority has confirmed your report and will pay you the 3245 for the pirates.
The dock workers seem surprised at the amount of damage you managed to do to your hull in the short amount of time it was since you where last here.
They inform you that fixing the significant damage you've sustained will cost 1600 credits and take three days.
Pricelist:
Flak Shells; 6 credits per shell
4 inch cannon shells; 5 credits per shell
Point Defence Turret; 600 credits
4 inch repeater cannon; 825 credits
Fuel; 1 per unit
Rations; 1 per unit
Crawler Drone; 260 credits
(The following are used in making things like your flak drone)
Basic Fabrication componenets; 1 per unit (can also be made from scrap using basic tools)
Advanced Fabrication componenents; 3 per unit (can also be made from Basic Fabrication componenets using advanced tools)
Basic electronic componenets; 1 per unit
Advanced electronic componenets; 4 per unit
Advanced tools; 300 credits (this is to get a huge set of tools and machines with many duplicates so people can work simulatenously)
Black market
Missiles:
- Gilber: Large Payload dumb fire; 35 credits each, 8 available.
- Ravenhawk: Medium Payload, agile, heat seaking long range; 65 credits each, 3 available.
- Blinder: Sensor chaff, fast, slow to turn guided; 65 credits each, 1 available
- Cluster: 5xInterceptor missile cluster, slow, guided; 136 credits each, 5 available
- Driller Nuke: Nuclear Payload, guided, long range, bores through armor; 1803 credits each, 1 available
- Interceptor: Very small payload, very small size, extreamly fast, very agile, target seeker; 15 credits, 23 available
- Tether Anchor: No payload, very short range, guided, attaches line; 20 credits, 6 available
- Hammer: Large Payload, short range, guided; 65 credits, 3 available
Ilegal tech:
Comns Jammer; 8200 (works for twenty minutes each time it's activated, jams long range only)
Stealth probe; 1200 (difficult to spot on sensors, very fast, very powerful passive sensor array)
Knell fighter; 2400 (one of the most inferior fighters available but in the hands of a skilled pilot it can still be a deadly force)
Emp; 1500 (disables all non shielded electronic devices within a small radius around your ship, not reusable)
How much would it cost to improve the ship flank armor?
About 11,241, you are replacing most of the hull with expensive military grade armor after all.
And to make matters worse this station is as backwater as it gets so the armor available here isn't what you'd call top of the line but it's better than what's protecting your flanks now.
Tabien System
Galvenn (known shipyard)
Jayld
Vrinis
Ilbrier (Digital Rights Front Headquarters)
The disputed Zone
Lastros Ak'Mkal
Credits: 5555
Hull damage: Minor Hull breaches, one major breach, starboard side heavily scratched and bent
Armor: Almost full with a few small holes
System Damage: Negelected
Weapon Status: Firing
Weapons: four point defence turrets (energy based)
4inch repeater cannon turrets x2
twin linked railguns
400 missile tubes
Railgun shells: 0 (Railgun shells do more damage but the railguns can still fire scrap metal if need be)
4 inch Cannon shells: 23
Missiles:
Crew:15
Crew Morale: Very high
Crew rations: 90 (one crew ration per crew memeber consumed per day)
Other Craft:
LR Cargo Shuttle (Fuel:295/600)
flak drone (Fuel:4/5 Shells:8/20)
Wrecked boarding shuttle
Hanger fuel tank:0/4000
Cargo: basic ship parts
111 flak shells