Scout Ship |
Talitar II has the following areas: a space station, rural, city, a prison, ruins, mining, a space port, a military base, and craters.
It will take 4 hours to set down on the surface. I am heading for the space port to purchase hypercharges and to sell off some items to free space. If I get that done, I will hit up the military base for upgraded weapons.
On entry to the space port, I encounter customs. They spend 3 hours searching the ship for radioactive materials. They find none and off we go.
In our three final rolls, we are approached by a pilot/navigator (pass), buy our hypercharges for 1000 and I sell off all of the Utility Suits. I also pay this week's ship payment.
1 Antelope starship with TL-5 Guns. I owe 117,000 secs. in principle.
1 TL-1 Ship’s Guns.
1 Hopper with boat guns, TL-3.
2 CU Status unit in Cockpit and Engineering, 8 1 CU Status units in Crew Quarters and 1 1 CU unit in Gunnery.
10 Fuel Units in the Ship’s Boat.
9 Repair units,
5 Life Support Units in the Ship’s boat.
7 PS-bots, 1 per character,
6 Heavy Hand Weapons for sale, 4 for characters use,
7 Side Arms TL-1, 1 Side Arm TL-3, and one TL-4.
5 Doses of pheromones (e009) in Duke’s pocket.
and the ship is fueled with 6 hypercharges.
28 empty CU in the ship’s hold, plus 10 in the Hopper.
I have 22,071 secs. We are wanted in the Palatek system.
If you like science fiction games, try out some of Christian Hollnbuchner's floor plans and deck plans at DriveThruRPG.