Friday, November 08, 2013

| Who wants some fictionalized FTL Captain's Log action?

Decided it would be fun to have another go at this. I probably won't put as much editing / revision effort into it as I should, but hopefully it catches the essence of the FTL experience anyway, lol

If nothing else, it will temporarily help me keep my mind off of not-so-happy life issues.

These are the voyages of the HMS Peckerwood, on a mission to save the galaxy from Rebel scum intent on destroying the Empire. We have been tasked to deliver sensitive information and data on the Rebel flagship to the main battle group. In order to complete our mission, we must navigate through a series of jump points and Sectors to reach the Last Stand. Our home base was destroyed before we could properly outfit our ship. As an older Federation Cruiser, we will certainly need to find spare parts along the way and spend time upgrading our ship's components. We must move quickly, because the Rebels are always on our heels. Once they locate the system we are in, they will give chase and we must move with haste to escape.

Crew:
Captain Arti F. Choke
Lt. Commander Notch, Human Pilot
1st Lieutenant Mort, Mantis
Engineer WaiShing, Rockman
Ensign Lisa, Engi

SECTOR 1, JUMP POINT 1: Captain's Log, 8.56.11.7:

Thankfully the 'Wood still has its military grade Artillery Beam intact, even if an older model without the modern upgrades to power modulation and accuracy. Even so, the old beast can slice through shields like a hot knife through butter. Though it takes some time for the weapon to charge, the result is devastating. The only other weapon this ship is equipped with is a Burst Laser, good for peppering enemy shields and sending a quick barrages to disrupt enemy systems. The shields are thin and older tech, but functional.

The reactor is likewise not upgraded to modern standard and other sub-systems clearly are in need of attention. We will have to do better than this if we intend to make our way deep into the battle, past enemy lines to deliver our critical data. We seem to have a slight head start on the Rebel fleet, hopefully we can put that to good use and salvage parts, equipment and upgrades for this old boat that will see us through to the end.

SECTOR 1, JUMP POINT 2 Captain's Log, 9.17.11.7:

Scans show a remote settlement being blockaded by a pirate ship. A moment later, while I was deciding how best to proceed, the pirate ship picks up the HMS 'Wood as well and opens comms. A strangely modulated voice screeches, “Stay out of this, or you'll be next! … Concentrate fire on...” and the line goes dead. Quickly, I snap, “We can't leave these people to be slaughtered. Alright everyone, let's do this. General Quarters!” and as they had done so many times prior, the crew scrambled to their stations to prepare for battle.

The Pirate ship is small, which will mean one or two sure hits should bring her down. However, it also means that she is likely agile and hard to hit.

Seeing our ship come around and begin powering up systems, the pirate wheels his ship and presses the attack. He is extremely quick. Before our crew has even had a chance to reach their stations, a small bomb has been teleported aboard our ship into the Shield Generator Bay. Just moments before, Ensign Jill sprinted through the shield room, hurdling bulkheads enroute to the foreward compartments of the ship to crew the Fire Control Center. From her station, she controls the weapon suite which allows for more accurate weapons' fire than the ship's automated systems. Her speed allowed her to just barely miss the ensuing explosion, which badly damaged the entire bay, taking our shields offline! This is not good. Engineer WaiShing, a lumbering Rockman, was not yet to his station in the Shield Bay when the bomb went off. Now arriving and begining the task of assessing the damage and attempting to repair the Shield Generator, he sets to work with a grunt.

The ship's emergency warning panel lights up like a Christmas tree as the damage report reaches the Bridge. I punch the comms button and order Lisa to double back to help with the repairs. Without shields, we will undoubtedly take a pounding that will produce costly repairs, or worse.

A glance over to the Artillery Beam charge indicator shows 43% and climbing, slowly. Damn! No one set the Burst Laser to charge before Lisa went running forward to the Fire Control Center. From the Bridge, I tell the computer to begin charging the Burst Laser and auto-target the Pirate's weapon control center. Hopefully a lucky burst will slow them down long enough for WaiShing and Lisa to repair our sheilds and for the Artillery Beam to fully charge. I need that bomb launcher to stop.

The Pirate ship has a small single shot laser and it charges quickly. Without shields, we are vulnerable and taking fire. An unmanned storage room is hit, followed by an aft airlock. We are not seriously hurt, but the chances of one of these shots scoring a lucky blow are increasing by the second. Just as WaiShing and Lisa report in on comms that the shields are back up, another explosion rocks the ship. The Pirate has teleported another bomb into the forward compartments. The system warning alarm is still lit up, indicating the forward Burst Laser battery has been taken down. Lisa is already sprinting through the narrow bulkheads forward to save her weapons suite, through flames and smoke, before I can even issue the order for her to do so.

Systems check. Artillery Beam at 68% charge. If we don't start returning fire soon, the Pirate ship will keep picking us apart.

Another laser shot strikes the ship, but Notch has manuevered her slightly off-beam and it glances off our shields. A third explosion now, one compartment forward of the Fire Control Room where Lisa is feverishly repairing her weapons control suite. The forward airlock. It has been hit badly and is on fire. Almost automatically, I reach for the door control switch and vent the airlock to kill the fire. Just as I am reaching for the airlock control switch, the beautiful humming sound of our Artillery Beam coming to life begins from above and behind the bridge and then jolts the ship as the beam is unleashed on the Pirate ship, scoring a direct hit and cutting easily through their shield. The powerful beam slices through the hull and damages their Fire Control, Shield Generator and crew quarters. She is hurt badly and listing slightly. But, the Pirate is not out of the fight.

The good news: Surprisingly, despite being hit by the Pirate's small bombs, we have taken relatively little damage. Lisa has repaired the weapons control suite, the fire in the airlock has been put out and the outer doors closed.

The bad news: The 'Wood's reactor has not been retrofitted for some time and lacks the power output to fully power all the systems simultaneously. With the weapons suite operational again, power must be diverted from the engines and the med bay to the Burst Lasers. This will give Notch less thruster power to maneuver, and any injured crew will need to tough it out until this is over, but it is time to put this Pirate down for good and we can't wait for the Artillery Beam to slowly charge again.

Our shield, despite being composed of just one thin layer, is deflecting the Pirate's small laser fire. They must have used all their bombs up, or the launcher was damaged by the Artillery Beam, because the explosions have stopped. The Burst Laser comes to life and with Lisa's fine tuning, all three of the bolts strike home on the Pirate ship, the first shot disrupting the shield barrier, and the follow up lasers blowing chunks of metal and panels off of their Fire Control tower. Their guns have gone silent.

The Pirate vessel opens a comms channel and begins bartering for their lives, offering fuel, missiles, supplies in exchange for their release. The decision is instantaneous. No. They will not be allowed to threaten other innocents in this system. Piracy cannot be forgiven.

A quick scan of the instrument panel shows the Artillery Beam is recharging but is only at 50%. The Burst Laser will be recharged in a fraction of the time. The order is given to Lisa to fire at will. Seconds later the forward battery is powered and the next volley tears the Pirate ship apart. The battle is won.

Salvage operations recover twice as much fuel and supplies as were being offered by the Pirates for their lives. The greedy bastards deserved what they had coming. The settlers of the remote outpost offer their gratitude and some needed supplies. While we offer to take on additional crew, they all decide to test their fate and defend their homestead against the enevitable next wave of pirates, rebels and profiteers.

We move on to the next jump point, heading in the general direction of where the exit beacon to the next system is approximated on our charts.