Ship Name : "The Intergalactically Costarring" Craft : MSR, inc. CX-350 Mark I Stock Light Freighter Type : stock light freighter Scale : starfighter Length : 35m Crew : 2 (skeleton: 1, +20) Passengers: 0 Cargo Cap.: 200 mtons Consumable: 4 days* space : 1* atmosphere : maneuver : 0d* Hyperdrive: x4* Hyper Back: x18 NavComp : no (see below) hull : 5d shields : 1d Sensors: *none (until repaired) passive : 10/0d scan : 15/+2 search : 20/1d+1 focus : 2/2d Weapons Light Laser Cannon scale : starfighter Fire Arc: front mounted turret Crew : 1 Fire Con: -1d* Sp Range: 1-2/6/12* At Range: 75-150/600/1.2k* Damage : 2d+2* * --> see note below, on the repair work to be done. here's a fairly accurate pic. of it (the big thing in the middle is the cargo hold. it was designed to be modular, but it is highly impractical to use it as so; it requires several hours of work to remove it properly. ,___________________________ _______ xx ___-----------__ oo\ / ooo \ xx_/ \ | /| |\ \| | /= / \ (x) / \ | | / | \ / | \________________/| OO / \____\ /____/ ^^^^ ^^^ The CX-350, a thirty-year old design from the now-bankrupt Manufacturing Space Retailers, was a generic staple of dirt-poor freighters for about two years. Most of MSR's once semi-loyal customers went over to the competitors when it was revealed that MSR skimped quite a bit on hyperspace equipment... especially the navigation tracking equipment. The ship drifts quite a bit in hyperspace, and needs continual adjustments to stay on course. Most of the ships were recalled due to the nasty hyperspace flaws. How the Hyperspatial Drift was corrected on this particular ship: One of the previous captains bought an old RE unit (of Industrial Automaton's R-series; the RE units were experimental, precursors to the R1s and R2s. The body of the RE unit has been stripped, and only the droid brain remains, installed into the Nav computer. The RE-s serial number is RE-B2, and it's been nicknamed "Reboot", due to a nasty programming error... RE-B2 resets its programming randomly; the source for this has not yet been found. Fortunately, he was able to purchase some droid astrogation hardware, and the hardware has been permanently coupled to the droid brain. Your rigged hyperspace setup works just fine, but obviously Reboot can't be used to store data for jumps, another astromech droid must be used for that. Reboot is plugged in full-time to the nav computer, piloting the ship manually through hyperspace. The ship drifts, and corrections have to be made about every two minutes. Fortunately for you, Reboot can come online in about forty-five seconds. Some software programming is stored on the Nav computer, and is automatically reprogrammed into Reboot every time he resets (due to some fancy redundancy programming a sympathetic friend of yours was able to pull off). The software installation process lasts around twenty seconds. If, for some reason, Reboot is not operational when a drift corretion is needed, increase all astrogation difficulties by +35. Increase the chance of hyperspatial mishaps as well. Note that the use of Reboot is only a temporary solution, at best. Reboot is hardly what one could call reliable, and sooner or later, the PC is going to have to make a jump without him... To add to your crew, you also have an old R5 unit. Although the R5 series has a bad name for itself, you find that it works for you just fine. After pirating some equipment from an old R3 unit, you find the level of service from your R5 unit to be at least on par, if not superior to, the level of service from a standard R2 unit. Your R5's serial designation is R5-A5, but he's generally called (as is common with the entire R5 series) "Red". Red's quite a bit brighter than most droids, you find. He doesn't make bad company (not necessarily good, either, though) ; he's been programmed to discuss a few intelligent topics. Quite the philanthropist, that R5 unit. there are many problems with the hyperdrive. It will generally take about an hour to prepare fopr a hyperspace jump, and that's a ridiculously long time. More time than you have to spare, usually. Pirates and their ilk generally don't sit by and wait to raid your ship until you have the time to make the hump. You have recently installed a Heavy Fusion Generator, in the hopes that its installation will allow you to upgrade some of the operational systems on the ship. Everything has worked out just fine so far, now just to test the hyperdrive on it... As soon as we enter hyperspace, the heavy fusion generator that you and Red installed shorts out the shipboard computer. PLENTY of work to be done now. You lose the sensors, life support, fire control, and lights. also, what's left of the tracking for the nav computer goes. You have Reboot to cover that, but you know just how dependable he is... But that's only a slight problem compared to the rest of the stuff. The fusion generator also causes some other pretty valuable systems to fail. Like the atmospheric seal system, and the life support systems. Not to mention all power. It's a good thing you have that one good space suit. The cause of your troubles: along the support pylon, there were several shorts along the main power cord. When this went, power was diverted to the smaller power byways, causing a massive overload. No fault of yours or Red's. You & Red can go into space and replace the cord in under an hour, if there are no snags. After that, you can get electricity again. After that, the REAL repair work starts. ENGINEERING PROBLEMS ==================== (note that not all of these problems were caused by the power surge; many of them predate the surge.) the lights should work. it'll take an hour to get 'em online again. (easy) (one of the Power Couplings has gone bad) (this is a problem caused by the generator installation) The Laser Turret could do 4d damage quite conceivably, but it's only doing 2d+2. (mod) this could be upgraded to 5d, with a vdiff roll. (heavy crystallization inside the turret, bad gas valve) (this is a custom job, should take some money or high tech skills). Also, the range for your turret should be twice what it is now. Space Rating should be 3 or 4. (vd) (Ion drives need to be adjusted, cleaned, and optimized. Not all drives are getting power, also. The space rating was 3 before the short, afterwards it was 2. When the ship was new, its SR was 4. With quite a bit of work, you and red could bring it back up... Hyperdrive Rating should be x2.5 (mod) (Hyperdrive motivator is on the blink. Needs to be rewired & configured) The tracking system is shorted out. (heroic) (this can't be fixed until the sensors are fixed. Once the sensors are fixed, you've got to rewire the sensor array and reprogram the Navigational Computer.) You DO have the equipment to fix all of this stuff. the cx-350 is overly redundant, and cautious in design. (except for, of course, the hyperdrive systems...) by pushing harder on the systems, you can upgrade the ship to passable levels. Also, there's a lot of old, rusty equipment sitting in your huge cargo bay... and what's this? a WHOLE CRATE full of Sobterblat's Super Silicon Spray? Why, that'll be perfect for cleaning out all of those rusty parts. Maybe they're not so useless after all... Computer Problems: ================= the sensors are totally f**ked up. they're not operating at all. (mod, at least) (sensor array needs rewiring, sensor programs need an overhaul) life support systems have a bug. here and there, they'll hang. if it's not fixed, you only have 4 days worth of supplies, 6 days worth of air. easy: +1 day. mod: +3 days. Vdiff: +1.5 weeks. heroic: +one month. (bug in the programming, many hours just to find. It may be a good suggestion to fix this problem first, eh? Who knows how long it will be till you get the rest of the vital systems online...) the fire control program is the original one that came with the ship. easy to upgrade to 0d, moderate to 1d, vdiff to 2d, heroic to 3d. (this one should be almost fun to do.) equipment that you've found or been supplied with: -one medium quality spacesuit -one top-notch spacesuit -plenty of tools; more than you can officially shake a stick at. -a couple crates of cleaning supplies, useful for cleaning ship -spare parts & equipment; most of which is really dirty, and useless in its present state. It will need to be cleaned. A good job for Red, you think... Weapons found in the ship's armory... -one hold out blaster (does 2d+1, found it under one of the bunks) -one blaster pistol (does 3d+2, with half normal ranges) -one blaster carbine (amazingly enough, does 5d damage!) well, there you have it. Just a couple notes, now. First off, the difficulty ratings and times stated for repairing are just my notes... feel free to disregard them. Also note, that the times listed for life support are the addition to the consumables rating upon completion of a certain level of accomplished difficulty, relative to a fixed standard of difficulty established by the GameMaster... (what'd I just say, now?) also, I wouldn't expect the PC to work for the medical shipping company. After getting my "free ship," I sure as heck wouldn't owe them anything. Plus, since the ship is from a junkyard, the PC is going to have to register it with the Bureau of Ships and Services, and fit it with a new transponder (provided by BoSS upon payment of a small fee; the old transponder is not working and outdated). I would consider a 2 week to month grace period before it becomes a criminal offense to have the bad transponder. Note that PCs will start out with a clean record, unless they don't register the ship.