Part One
It was a Wednesday, I can tell you that much. Nine months’ worth of luggage were strewn over the floor; I’d barely had a chance to unpack when I was told I was going on another journey – The Federation needed my help getting sensitive data away from the Rebel Fleet. The Rebel scum have been making a mockery of galactic order. We need to maintain control.
Who was I to say no?
The Burroughs has a scant crew, and when I meet them their eyes are buried in deep hollows, blackened by lack of sleep. I don’t know what these men saw, did, or lost in the process of gaining this intelligence, but it has obviously scarred them all.
1st Jump
I hope our first jump is not a portent of things to come – we jump straight into a plasma storm and are set upon by a Rebel automated-scout. The plasma storm wreaks havoc on my reactor and I have to power down the engines and our Burst Laser MkII just to keep the shields up and the oxygen flowing… Not only that, but the scout is some sort of advanced model I haven’t witnessed before, carrying a Cloaking system that I can only hope limits its weapons loadout.
My hopes are unfounded though, and the ship knocks out our shields with an Ion Cannon and tears through our other systems with a Beam weapon. Through the hard work and determination of the crew we emerge victorious, but not without extensive damage to our hull and ship systems. We’re only able to salvage a scant amount of scrap, nowhere near enough to repair the hull, but Grozeley and Luaan Ti are able to repair our systems while Mort gets us safely through the storm.
2nd Jump
We come across some Rock alien civilians trapped in the depths of space with no fuel for a hyperspace jump. What good is battling the Rebel fleet if people die through our inaction? I give them 4 fuel rods and hope I won’t later regret the decision.
3rd Jump
A mercenary offers some assistance, but the way he sneers into the holodisplay irks me and I signal to Luaan Ti to prep our weapons. We need to maintain control; we simply cannot allow mercenaries to run the galaxy for profit.
We secure an easy victory, and some necessary salvage.
4th Jump
We come across a sector controlled by a single Rebel craft gone AWOL. They demand a toll that we cannot afford and would be disinclined to pay even if we could. I pay them instead with missiles and bolts of energy and then reject their terms of surrender. In the debris cloud that was their ship we discover an engine Augmentation that will allow us to charge our FTL drive 15% faster, as well as some useful scrap.
5th Jump
We arrive to find an outpost under attack – good Federation citizens beset by the Rebel dogs. The Rebel Rigger offers little challenge, with a Beam-firing Attack Drone and a Beam weapon, both of which are unable to penetrate The Burroughs’ shields. We recover fuel rods from the carcass of the defeated ship, some salvage, and then receive some more from the outpost in thanks. A good day to be the Captain of a Federation ship.
The men are still exhausted, but the morale boost from the cheering outposters is clearly visible. I get the outpost engineers to help perform some upgrades to our shield system, but the generator isn’t quite up to snuff. I elect to power-down the Medbay – a decision that is unpopular with the men, but I’m certain the extra layer of energy shields will prevent us from needing any medical treatment.
6th Jump
We finally reach the Exit Beacon for the first sector of our journey. An outpost is in desperate need of Drone Parts to do repair work for them, and as we have Drone Parts but no Drone subsystem, and not enough scrap, we trade. We head to the Jump Beacon and pick our next destination – a Zoltan system.
To Be Continued...
Sorry about the lack of images. Was running FTL outside of Steam and apparently when I press Print Screen all I get is my (admittedly nice looking) desktop background image, and not the game. Will be able to fix it eventually, but not for the next couple of updates ('cause I've already played that far ahead).




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