Wasting no more time with injured crew men aboard the crew of the Firestar send across the shuttle with the spare parts for fixing the engine.
After retrieving the scout drone the Firestar fire's it's engines and shoots off towards the station.
During the time it takes to reach the station the crew mills about doing what ever they feel is useful.
Such as maintaince on some of the systems, percise messurement of the Firestar's acceleration (which proves unquestionably that it is by far the fastest ship you have record of) and repairs to the railguns (the crew has noticed damage the railguns has taken, it seems firing non standard ammunition has taken it's toll on them)
And in a short time you arrive.
You declare a medical emergency to the docking computer and it gives you priority docking.
A score of EMTs are waiting for you when you dock.
In a flurry they carry the two criticaly wounded crewmembers and John off for treatment.
The one missing a leg is given a low chance of survival as he has multiple internal injuries, the crew member with the broken ribs and the punctured lung will take a few days to recover and John is out after a few hours with his arm in a cast.
In more upbeat news you get 1200 credits for the drone clearance and the client reminds you that the reward for finding the person or people responsible is still open.
Pricelist:
Flak Shells; 6 credits per shell
Gatling Round: 1 credit per round
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
Signal Missile; 10 credits (a small, dumbfire missile with no payload, but it has a long range and an impressive thermal emssion)
Satellite; 300 credits (stationary, sensor and comns relay)
(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, 3 available.
- Ravenhawk: Medium Payload, agile, heat seaking long range; 65 credits each, 2 available.
- Blinder: Sensor chaff, fast, slow to turn guided; 65 credits each, 0 available
- Cluster: 5xInterceptor missile cluster, slow, guided; 136 credits each, 6 available
- Driller Nuke: Nuclear Payload, guided, long range, bores through armor; 1803 credits each, 0 available
- Interceptor: Very small payload, very small size, extreamly fast, very agile, target seeker; 15 credits, 7 available
- Tether Anchor: No payload, very short range, guided, attaches line; 20 credits, 8 available
- Hammer: Large Payload, short range, guided; 65 credits, 2 available
- Guided Remote Mine: Medium Payload, medium range, very slow, can attach to surfaces, proximity activation option; 50 credits, 0 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)
Transponder Replacement; 2000 (All transponders have the ships details hard coded into, but you can allways get these conterfit replacement)
Tabien System
Galvenn (known shipyard)
Jayld
Vrinis
Ilbrier (Digital Rights Front Headquarters)
The disputed Zone
Lastros Ak'Mkal
Credits: 3975
Hull damage: fine
Armor: Full
System Damage: Negelected
Weapon Status: fine
Weapons: four point defence turrets (energy based)
4 inch 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: 11
Missiles:
- Blinder x2
- Tether Anchor x0 (currently in use: 0)
- Giber
- Ravenhawk x2
- Interceptor x5
- Hammer x2
Crew:10 (3 injured)
Crew Morale: low
Crew rations: 52 (one crew ration per crew memeber consumed per day)
Computer System:
Type: Armok Modular system
Modules: Superior Targeting (Turrets + main gun)
Basic shuttle sysems Suport (You have basic computer control of comn, life support, doors and all basic systems)
Basic Shuttle manuvering and thrusters (The Firestar's controls are sluggish and crude, with noticable lag between input and thruster activation)
Basic Shuttle jump calculating (Very long jump calculation times)
Other Craft:
Hanger
Wrecked boarding shuttle
Away
Scout Drone(Fuel 7/10)
Hanger fuel tank:2400/4000
Cargo: basic ship parts
99 flak shells
Crawler Repair Drone
Advanced tools
antique couch
damaged cargo loader
smoke grenades
gattling turret
explosives (one mines worth)
Escape pods (damaged)
Some small arms
Hull damage: fine
Armor: depleted
System Damage: Sevre(life support and engine offline)
Weapon Status: damaged
Weapons: point defense turret
Crew:4
Crew Morale: very low
Crew rations: 8
Computer System:
Unknown
Other Craft
Docked
LR Cargo Shuttle (Fuel:293/600)
Cargo:
Full of computers, luxury goods and heavy machinary
Shuttle engine parts