Space Raj

Pirate Base Raid
Dicerolling monstrosity

1105-161: The day Dakka Solutions Group took out a major pirate base!
Total Skill Training Time Accumulated: 35 weeks

Thanks to some clever sleuthing by Boo, the Party discovered the Pirate base at The Site. You then spent a couple weeks a few light months away, confirming what was there! Which was totally pirates.

The pirates at The Site weren’t without protection, but they were rather surprised when three ships came out of jump close enough to start shooting immediately! They totally had a 9000t asteroid monitor! There was also a Type RG Assault Gunboat, two Zhdits escorts and a Shivva-class patrol ship! None of which managed to do much damage to the Dakka Solutions Group! Though that was probably more a result of them being caught by surprise than anything else. Still, you worked them all over well! The Shivva exploded when it tried to surrender, while the crews of the Zhdits ships killed each other when they tried to surrender. It was really fairly distracting. The Type RG and the monitor, however, had their powerplants fried! You didn’t find a lot of survivors, but you did find some! Which is more than you can say for most of the ships! It’ll take some work to get everything fixed up into a moveable fashion to where you can get them back to a real shipyard.

Type RG
Hull 0; Structure 4
M-Drive out of commission
P-Plant out of commission
Fusion Bay disabled
Sandcaster turret destroyed
Sensors: Destroyed

Zhdits #1
Hull 8; Structure 9
Sensors: damaged
M-drive out of commission

Zhdits #2
Hull 0; Structure 9
Sensors: destroyed

9000t Planetoid Monitor
Hull: 56/0; Structure 90/0
M-drive: disabled
Sensors: VAdv & distributed destroyed; VAdv & ISP disabled
8x Large Fusion Bay: 3x destroyed; 3x damaged
16x Missile Bay: 3x destroyed; 2x damaged
6x Particle Beam Bay: 1x destroyed; 1x damaged
6x Torpedo Bay (96 standard; 36 EMP; 60 bomb-pumped torpedoes)
18x Railgun Barbette: 4x destroyed; 6x damaged
18x Triple Beam Laser
18x Triple Sandcaster: 4x destroyed; 4x damaged
12x Tlatl-class Missile Fighters (10t) (Alien 4 pg103)
20x Dual-use fighters (10t) (Sup10 pg6)
Fuel Bowser
Light Horse-class SDB

On the ground, you found something very like a Class D starport! In fact, it looks almost exactly like a Class D startport! It’s in a dome, but it has 8x 400t landing pads, 4x 800t landing pads, and two 5000t landing pads. Also some fuel storage tanks (for 4000t of fuel), 2000t of warehousing space, and some other facilities!

Description Cost (MCr) Size
Standard Headquarters 0.5 15
8x Rudimentary Pad (400t) 0.32 160
4x Rudimentary Pad (800t) 0.32 160
2x Industrial Landing Pad (5000t) 1 2000
Fuel Storage Tanks (5000t) 5 0
5x Refueling Stations 0.75 50
2x Mobile Repair Rigs 4 200
Warehouse (2000t) 5 2000
2x Basic Loading Rig 0.3 20
2x Cargo Robot Team 0.6 20
Medical Facility 0.3 10
Security Office 0.05 3
10x Holding Cells 0.3 20
Interrogation Room 0.03 2
Investigation Room 0.03 2
CCTV Monitoring Suite (TL10) 0.15 3
Armory 0.1 1
100x Sleep Pods 1 100
20x Basic Housing 0.6 40
5x Standard Housing 0.375 25
Barracks 2 150
Dome equipment 48.42 -
Hydroponics Dome 0.9 300
Total 72.054

And what do you find there? That’s interesting, too! Nine jump-capable ships, plus six small craft. The ships all still have some type of cargo aboard, whether their original ones or stuff put together here is hard to say.

Ship Type Tonnage Source Value Owner
Large Freighter 2000t Sup2 pg44 584 Corporate
Type NA Naval Auxiliary 600t Sup2 pg76 227 Corporate
Type F-AK 500t 188 Corporate
Type T Patrol Cruiser 400t Sup2 pg118 258 Pirates
Deneb-class Modular Starship 300t GAS 3 LSP Modular Starship 95 Mercenary
Rhapsody-class Starship 300t Sup10 pg85 78 Private
Type A2 Far Trader 200t Main Rules pg118 51 Private
Type A2 Far Trader 200t Main Rules pg118 51 Corporate
Type ST Light Scout 200t Sup2 pg114 147 Pirates
Type 1C Heavy Modular Cutter 100t Sup10 pg10 35 Private
Modular Cutter 50t Book2 pg89 19 Corporate
Modular Cutter 50t Book2 pg89 19 Corporate
Bushranger-class Pinnace 40t Foreven Fleet Bk1 19.27 Pirates
Tanker Module 30t Sup10 pg10 1.4 Corporate
Tanker Module 30t Sup10 pg10 1.4 Mercenary
Fire Support Module 30t GAS 3 LSP Modular Starship 15.18 Mercenary
Senscommcon Module 30t GAS 3 LSP Modular Starship 33 Private
Salvage / Repair Module 30t Sup10 pg10 3.3 Private
Fighter Module 30t GAS 3 LSP Modular Starship 1.75 Mercenary
Fighter Module 30t GAS 3 LSP Modular Starship 1.75 Mercenary
Utility Module 30t GAS LSP Modular Starship 10.5 Corporate
Long Range Passenger Module 30t GAS LSP Modular Starship 4.8 Mercenary
Low Berth Module 30t GAS LSP Modular Starship 4.24 Mercenary
Modular Skiff 30t Sup2 pg12 9.5 Corporate
Modular Skiff 30t Sup2 pg12 9.5 Private
Cargo Module 20t 1.1 Private
Tanker Module 20t 1.25 Corporate

You’ll probably have to give them back to whoever owns them, but you should still get a finder’s fee for recovering stolen equipment & cargo (10% of list value, typically). And some of them may not have been captured by pirates, which would make them legal prizes, just like the Ambush Frigate. There’s unlikely to be any trouble about the ships you fought on the way in.

Then there’s the cargo. You found a fair amount of it!

Large Freighter Tons MCr List
Polymers (Kevlar) 350 3.15
Adv Vehicles (Mole Vehicle Parts) 100 14
Adv Weapons (Smart Missiles) 100 3
Adv Machine Parts (Starship Hull) 50 4.5
Adv Machine Parts (Navigation Aids) 50 5
Vehicles (Tracked Components) 50 1
Totals 700 30.65
Type NA Naval Auxiliary Tons MCr List
Uncommon Raw Mats (Tombac) 144 5.04
Pharmaceuticals (Prescription Meds) 50 5
Biochemicals (Cooking compounds) 30 1.5
Spices (Curry) 30 0.18
Petrochemicals (Gelid Adhesives) 20 0.4
Pharmaceuticals (Antibiotics) 10 0.25
Pharmaceuticals (Anagathics) 4 0.8
Total 288 13.17
Type F-AK Tons MCr List
Spices (Sage) 70 0.21
Crystals (Focuser Gems) 20 0.4
Uncommon Raw Materials (Titanium) 20 0.4
Precious Metals (Gold / Iridium) 10 0.75
Crystals (Quartz) 10 0.1
Uncommon Raw Materials (Magnesium) 10 0.1
Total 140 1.96
Rhapsody-class Tons MCr
Medical Supplies (General Equipment) 60 3
Medical Supplies (General Supplies) 20 1
Medical Supplies (Practitioners’ Tools) 15 0.45
Total 95 4.45
Far Trader No. 1 Tons MCr
Petrochemicals (Power Plant Starters) 40 1.2
Precious Metals (Beryllium) 10 0.25
Precious Metals (Platinum) 10 1
Total 60 2.45
Far Trader No. 2 Tons MCr
Radioactives (Weapons Grade Plutonium) 30 37.5
Pharmaceuticals (Surgical Drugs) 10 1
Pharmaceuticals (Antibiotics) 10 0.25
Radioactives (Fusion Cell Rods) 10 12.5
Total 60 44.25
Warehouse Tons MCr
Basic Consumables (Packaged Food) 700 1.4
Advanced Machine Parts (Fusion Conduits) 300 22.5
Uncommon Ore (Ilmenite) 200 1.5
Uncommon Ore (Gold Ore) 150 1.125
Precious Metals (Ruthenium) 100 5
Wood (Furniture-grade) 50 0.1
Petrochemicals (Machine Lubricants) 50 0.5
Exotics - -
Total 1550 32.125

The exotic finds are probably the most interesting — there are five of them. Two are previously undiscovered items, a plant and an animal species. Someone is likely to pay highly for them to see if they’re valuable. You also found some prototype technology and a prototype device, which the original company will pay well to have returned (or a rival will pay well to acquire).

There’s also an Ancient artifact.

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Dinom Mining Post Salvage, Pt II
Pirate Loot and the Platform itself

The party continues to make out like bandits, by the simple expedient of making off with the stuff Bandits already stole. Duke Norris, Subsector Duke of Jewell and Regina, purchased your Corsair for 90 MCr and a mercenary license! Not a bad deal for all involved. And the Duke, through the offices of Commander “Wiley” Cunningham and others, has let it be known that he’s fairly pleased to have another group of seemingly competent (if foolhardy) mercenaries around his subsectors!

The party went on to use their new mercenary license to buy a Ceithernach-class Huscarle Frigate and to negotiate for the purchase of two Type EP Patrol Escorts! Plus ordering (2) Hotspur-class and (4) Gazelles, but those will take a few months. And brought Wiley into the fold to get the three ships crewed and trained, which he thinks will be done by the time the Party returns from Dinom. All of this for the surprisingly low price of 614 MCr down. Fortunately, you can cover that.

Then the Party went on to Dinom, to carry out their assignment honorably (if quickly) so they could return to free-agent status! After hiring a group of ex-Marines who currently work as salvagers themselves, for the low-low price of 1 MCr. But once inside the derelict mining station, they were accosted by pirates! Pirates with some decent equipment that made them rather hard to kill, though not as hard as the Party & friends.

The Party even managed to capture the pirates’ Ambush Frigate! With only minor casualties. Some members of the Party are no doubt wondering why they bother buying ships when they don’t seem to have trouble stealing them.

Onboard the pirate ship (and around it in the hangar) you discover the pirates’ accumulated loot! It’s actually more than they can store internally, but it’s obvious the pirates have been here for several months, and being surprisingly cautious about what merchant targets they attack.

Ambush Frigate (Stock, but with the real price of a Stealth-Jump drive)
Launch (13.569 MCr list)
Ship’s Boat (17.829 MCr list)

10t Radioactives (1 MCr / ton)
10t Fusion Conduits (Adv Mach Pts, 75,000 Cr / ton)
10t Spices (6,000 Cr / ton)
2t Chemical Stimulants (Illegal Drugs; 100,000 Cr / ton)
2t Combat Prosthetics (Illegal Cybernetics; 400,000 / ton)
20t Air/Raft Components (Advanced Vehicles; 180,000 Cr / ton)
14t spare parts
15t of Advanced Weapons and Armor, consisting of:

  • Advanced Combat Rifle, Light [TL10; 1,000cr.] (x120)
  • Universal Light Autopistol [TL8; 500cr.] (x120)
  • Advanced Combat Rifle, Heavy [TL10; 1,300cr.] (x60)
  • Assault Shotgun [TL6; 250cr.] (x60)
  • Flechette SMG [TL9; 500cr.] (x60)
  • Gauss Rifle [TL12; 1,500cr.] (x48)
  • Accelerated Sniper Rifle [TL10; 1,200cr.] (x24)
  • Gauss Support Weapon [TL12; 8,500cr.] (x24)
  • RAM Auto-Grenade Launcher [TL8; 400cr.] (x24)
  • Anti-Material Rifle [TL10; 10,000cr.] (x12)
  • Infantry Support Plasma Weapon [TL9; 7,500cr.] (x12)
  • Plasma Jet Flamer [TL12; 15,000cr.] (x12)
  • RAM Support Launcher [TL8; 2,000cr.] [x12]
  • Advanced Light Autocannon [TL12; 1,500cr./37.5kg] (x6)
  • PGMP-12 [TL12; 20,000cr.] (x6)
  • Light Anti-Armor Weapon (Plasma) [TL11; 800cr.] (x240)
  • Improved Cloth Armor [TL10/5 Armor; 500cr.] (x250)
  • Torso Protector [TL9/8 Armor; 1,000cr.] (x250)
  • Lightweight Poly Carapace [TL11/12 Armor; 15,000cr.] (x150)
  • 4-Round 12.7mm Sniper Rifle Magazine: 240 (240 DSAP) [150cr. (DSAP); 36kcr]
  • 12-Round 7mm Pistol Magazine: 1,800 (1,800 AP) [15cr. (AP); 27kcr total]
  • 20-Round 12-Gauge Drum: 1,200 (600 buckshot, 600 HEAP) [20cr. (buckshot), 300cr. (HEAP); 192kcr]
  • 40-Round 3mm Flechette Drum: 600 (600 AP) [30cr. (AP); 18kcr]
  • 40-Round 9mm Rifle Magazine: 1,200 (900 ball, 300 DSAP) [20cr. (ball), 200 cr. (DSAP); 78kcr]
  • 100-Round 4mm Gauss Drum: 1,800 (1,200 ball, 600 DSAP) [40cr. (ball), 400 cr. (DSAP); 288kcr total]
  • 100-Round 6mm Rifle Drum: 2,400 (1,800 ball, 600 DSAP) [30cr. (ball), 300 cr. (DSAP); 234kcr total]
  • 200-Round 25mm Autocannon Drum: 90 (90 DSAP) [8,000cr. (DSAP); 720kcr]
  • 500-Round 4mm Gauss Drum: 240 (120 ball, 120 DSAP) [1,000cr. (ball), 10,000cr. (DSAP); 1320kcr total]
  • 6-Grenade Magazine: 288 (144 Frag, 144 HEAP) [2,700cr. (Frag and HEAP); 778kcr total]
  • 20-Grenade Belt: 72 (36 Frag, 36 HEAP) [9,000cr. (Frag and HEAP; 648kcr]
  • 22mm AMAT Round: 360 (180 DSAP, 180 HE) [1,000cr. (DSAP), 1,200cr. (HE); 396kcr total]
  • ISPW Rounds: 240 [500cr.; 120kcr]
  • PGMP Magazine: 90 [500cr.; 45kcr]
  • Plasma Jet Rounds: 180 [120 cr.; 21.6kcr]

185,000 Cr cash & personal items.

825,000 Cr bounties on the pirate crew.

The mining post itself provided:
700t of smelter (1400 MCr list)
200t of asteroid miner, TL10, Semi-Auto (75 MCr list)
50t of basic machine parts manufactory, TL10, Semi-Auto (15 MCr list)
50t starship deckplate (2.5 MCr list)
62.5t of M-drive (31.25 MCr list)
100t of powerplant (250 MCr list)
200t of stateroom fittings (25 MCr list)

Your 1% cut comes out to 18 MCr. It’ll take your crew about three weeks to prepare all that stuff, which is fine, because it’ll be four weeks before your chartered Jump Carrier arrives to haul it all off.

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Dinom Mining Post Salvage
Trouble on the Efate - Dinom Journey

Dinom Mining Post Salvage

New mission: Go tear apart and salvage a derelict mining post.

The head honcho of Spinward Salvage isn’t the type to rest on his collective laurels, even if the Party just netted the corporation something like 8 billion credits and the not-inconsiderable gratitude of the Scout Service! After all, you also upset one of the Imperium’s largest megacorporations, Ling Standard Products. So he’s sent you out on a new job.

In the Dinom system (just over the border into Lanth subsector) there’s a derelict mining platform in the trailing trojan point of the system’s smaller gas giant. It would be a hazard to navigation if space wasn’t big and if there was actually traffic into the area, but Spinward Salvage was contracted to pull off what’s useful to salvage there, anyway. And as The Damned has a larger cargo capacity than any ship actually owned by Spinward Salvage, Lar Derren chartered it for the mission (the fee? 0.5% of the salvage recovered).

Travelling Rimward on the Spinward Main from Efate to Dinom should have been routine; it’s as heavily-trafficked an area as the Regina Subsector boasts. Unfortunately, the Spinward Marches aren’t particularly safe anywhere, and while refueling at the gas giant in Forboldn system, The Damned was approached by a pirate! Undaunted, the Party decided the best way to handle the situation was one the Pirates would never expect: allow them to board and then, after dispensing with the boarders, execute a counter-boarding to capture the pirate ship!

This was done.

No Party members were harmed in the making of this adventure.

In the end, the Party captured the 400-ton Corsair effectively intact, with an expenditure of 4 rounds of ammunition and a container of hand-flamer fuel. The pirates suffered 2 KIA and 5 wounded out of a compliment of 9, and the Corsair was captured intact.

Personal equipment captured:
3x Boarding Vacc Suits (Armor 8)
6x Improved Cloth (Armor 5)
1x Heavy Revolver (12 HEAP rounds)
5x 9mm Autopistol (29 AP rounds)
3x 10mm Autopistol (12 AP rounds)
2x 7mm Autorifle (18 AP rounds)
3x 5mm Bullpup Carbine
2x Assault Shotgun (7 HEAP rounds)
2x Short Shotgun
12x Cutlass

Craft captured:
400-ton Corsair-class ship Obsession (Jump-2, 3-G, 160t cargo) (Core Rules, pg 129)
30-ton Modular Skiff (Tanker Module) (Sup 2, pg 12)

Cargo captured:
25t Fabricated Plastics (Basic Raw Materials) (list: 7,000/ton)
25t Starship Deckplate (Adv Machine Parts) (list: 50,000/ton)
40t Basic Engine Parts (Basic Machine Parts) (list: 10,000/ton)

Pirates Captured:
Captain Wyor Swallow (bounty: 100,000 Cr)
1st Mate (pilot) Andie Peroni (bounty: 50,000 Cr)
2nd Mate (engineer) Ong Bong Sham (bounty: 50,000 Cr)
3rd Mate (boarder) Urce Firnt (bounty: 75,000 Cr)
Boarder Tio Nwicly (bounty: 50,000 Cr) (dead)
Boarder Maurice Mousse (bounty: 50,000 Cr) (dead)
3x others (Gunners, Engineer) (75,000 Cr total)

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Machii Search

The Saga of the Machii: How to lose a Scout

The party, while working for Spinward Salvage, LIC, as freelancers was commissioned to search for the brand-spanking new Scout Cruiser Machii, which was overdue and thought to be in the Grant system! While on the search, the Party took it upon themselves to survey some asteroids, too. Which Spinward Salvage eventually sold for over 9000 MCr, and awarded a ridiculously generous 850-odd MCr to the party! Even with that payout, of course, Spinward Salvage can afford to pay cash for a brand-new fleet of ships, so perhaps they were a bit into their cups (they do seem to be looking for excuses to throw parties) when they decided to give 1% of the original value (rather than the company’s ~10% share) of the mineral wealth found to The Party. The fact that The Party’s find of the Machii and subsequent evidence of collusion between Salvage Factors and _Machii_’s builders, the famous megacorp Ling Standard Products, went a long way to making Spinward Salvage the preferred salvage corporation of the Imperial Intersteller Scout Service within the coreward portion of the Spinward Marches may have also had something to do with the massive payout to the Party.

Monetary payout: 854,011,943 Credits
Factions impressed: Scout Service (Spinward Marches), Spinward Salvage
Factions annoyed: Salvage Factors, Ling Standard Products (Jewell / Regina)

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Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

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4. Create some NPCs

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A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

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