Everyone gets themselves organized and discusses next steps.
Bartja is able to find out the following about the scout ship:
Most of the data files are incomprehensible because they have been coded and firewalled. They will need to be examined by experts in the Frontier Worlds. However, he is able to decipher some of the data and screen displays:
1. The ship's log indicates a series of visits to several local star systems. All of these flights originate and terminate at the same distance from the central star of the FS 30 system five light minutes from Mahg Mar.
Those who were on Dentin's ship note that this is the approximate distance they were away from Mahg Mar when their ship was attacked, so this appears to give coordinates to the mothership.
2. The radio log indicates strict radio silence except for one transmission which is broadcast to a point which you pinpoint as one hex southwest of the point marked "center" on the Mahg Mar terrain map above.
3. The astrogation log records the star route from the FS 30 system to Mahg Mar with a stop at the same location five light minutes from Mahg Mar.
THE FLIGHT AND OPERATING SYSTEMS
No ship like this has been encountered before. It is apparently of recent construction and advanced design. The following specific information is particularly significant:
1. The drives and astrogation systems are built on principles similar to the latest Frontier Worlds designs. It should be possible to operate the scoutship with a UPF crew even for a journey outside the planet atmosphere.
2. All systems appear to be operational. The engines have been recently overhauled and the ship appears to be ready for action.
3. Drive, astrogation, engineering, and maneuver programs suggest a high level of automation of routine operational tasks.
4. The controls are designed to accommodate operators of varied races with different manipulative limbs and senses.
5. The absence of ship's weapons and the high acceleration capability are atypical of known Sathar craft. Sathar apparently can withstand accelerations of up to six gravities for an indeterminate period.
SATHAR SCOUT DESIGN
This is a special design that balances its unusual abilities (superior maneuver and acceleration) with distinctive liabilities (no armament and weak hull).
The Sathar scout ship is unarmed but maneuverable and capable of high acceleration and maneuvering. A scoutship carries a crew of four Sathar, plus robots. Scoutships are capable of atmospheric flight and can land or take off from shore or underwater.
You determine that the ship could be modified to hold up to 8 passengers if you have about 3 days to make modifications.
Length: 40m
Width: 10m
Hull Size: 3
Hull Points: 10*
Wing Span: 50m
Hatches: 1
MR: 5
ADF: 6
DCR: 29
Engines: 2 A-rated Atomics
Fuel: 1 loaded, 1 in reserve
Weapons: None
Defenses: reflective hull
Life Support: main and backup—capacity 6
Communications: videcom, subspace radio
Detection: radar
Computer Programs:
-Computer Security Alarm
-Installation Security Astrogation
-Computer Lockout Life Support
-Damage Control Atomic Drive
-Information
-Storage Robot Management
* Hull Section structural points only 100 +2d100
All security, alarm, and computer lock systems are at Level 3.
Other Discoveries:
You find that you are currently unable to crack the tablet but can take it with you in case something helps you crack its password later.
You are able to open the safe (msg 64) that was in the Scout Ship, where you find a charger that can help you charge the tablet.
You also find the following in the safe:
-10 EMP Grenades (will affect electronics, some security, screens and suits (so don't get within its radius), some gear, and some robots) (5 meter radius)
-2 EMP Pulse Pistols (can be aimed at electronic equipment for taking out only desired objects) (10 charges each, affects 1 meter radius)
-Small Spider 3 robot (0.5 meters, retracts into compact form for transport, can be programmed to fire small laser at designated target (2d10, 20 shots; 50 to hit); 20 Structural points.
-1 vibroknife with lightning charge (acts as normal vibroknife but can shoot electical charge (lightning) for 3d10 dmg with pull of trigger--can be combined with melee or used as ranged attack (treat as spear or thrown object).
-A datastick which will take a few days to decipher. The label on it in Sathar is a pronunciation equivalent to "Qantariate"
Everyone is able to use the recombinant regeneration tube (RRT) (see
http://wiki.rpol.net/?id=6687/NEW%20EQUIPMENT ) to be fully healed and ready for action the following morning.
In response to Desi's questions, Dr. Appleburg confirms that the point indicated by the communication (one hex southwest of the center on the map) does appear to be the accurate location of the Sathar base. He was drugged and subject to the mind control chip during most of the time, so he remembers very little. However, it is a very secure facility with Sathar, robots, and security. Anything mechanical within the perimeter of the main circle above the treeline is likely to be detected long before it arrives at the base. He suggests that the party either go from the circled perimeter to the base on foot or other small transport with as little power as possible.
NOTE: For game purposes, if you take an explorer, aircar, etc., there will be a chance per hex that you are discovered, and that chance is exponentially higher if you fly above the treeline.
Dr. Appleburg also suggests that there are likely others being held captive as well, most likely for their expertise to help with the Qantariate issue, though he cannot vouch for what state they will be in.
OOC: Anything else you want to do or should we advance this to the next morning, get your team ready and geared up?
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