Compensation
Ebai Qadai, the manager of Second Life Starships, was quite happy to see the Gambler's Luck returned intact (at least intact enough to make it to highport dock under its own power). He happily credited each of your accounts with the Cr50,000 that had been promised for the repossession contract. He also extends an offer for long-term "employment arrangement" - he'll continue to offer you repo jobs or other work on an ad hoc basis; you are free to either accept or deny these offers.
In addition, after full debriefing by Imperial Intelligence, you were informed that is was a standing reward for information that could lead to the capture of known terrorists or enemies of the Imperium. While you did not actually apprehend either Edmonde Kyston or Linnea Tejero (aka Linnea Fangsdottir), the testimony you provided was sufficient to guarantee their conviction should they ever be captured. This amounted to a sum of Cr24,000 for each of you.
Finally, the government of Vilis is grateful for your efforts in preventing the catastrophic destruction of the system's highport, and has generously offered a reward of an additional Cr50,000 each, as well as lifetime Travellers' Aid Society memberships for each of you. Furthermore, you are to be honored at a celebration at the President's Palace, where you will each be awarded the Citizen's Service Medal and given the title "Hero of Vilis".
Now for the bad news...
Damage to the ISS Craigdarroch
The two missile strikes did considerable damage to the ship. 25 of 40 hull points were destroyed, and the ship took four critical hits to its M-drive, one to Armor, and one to the J-Drive. You can choose to have the highport shipyard perform the repairs, or you could obtain (purchase) repair parts yourselves and use Mechanic and/or Engineer skills to do the repair work on your own, or you could do a combination of the two:
The shipyard repair specialists have provided an estimate if you were to allow them to do the work. They can complete all the repairs according to the following costs and timetable:
M-Drive: Cr240,000 and 24 hrs (3 days)
J-Drive: Cr60,000 and 6 hrs (1 day)
Armor: Cr60,000 and 6 hrs (1 day)
General Hull Repair: MCr1.50 and 50 hrs (6 days)
Entire job: MCr1.86 and 11 days
If you choose to do any or all of the work yourself...
Repairing the M-Drive (critical hit) will require either an Engineer(M-Drive)(EDU) or Mechanic(EDU) routine (6+) roll. The effect (success margin) determines the cost of repair parts, which could range from Cr400,000 to nothing at all. Work will take 4D hours to complete.
Repairing the J-Drive (critical hit) will require either an Engineer(J-Drive)(EDU) or Mechanic(EDU) routine (6+) roll. The effect (success margin) determines the cost of repair parts, which could range from Cr100,000 to nothing at all. Work will take 1D hours to complete.
Repairing the Armor (critical hit) will require either a Mechanic(EDU) routine (6+) roll. The effect (success margin) determines the cost of repair parts, which could range from Cr100,000 to nothing at all. Work will take 1D hours to complete.
Repairing the hull point damage will require two rolls (one for each missile's damage). Each roll will require a Mechanic (EDU or INT) routine (6+) roll. The effect (success margin) determines the cost of repair parts. First missiles repairs could cost up to MCr1.1, or as little as 0. Second missile repairs could cost up to MCr1.4 or as little as 0. Time of first repair is 11 hours, with 14 hours for the second.
Once the ship has been restored to its baseline operational readiness, you can either keep it according to the original terms set by the Imperial Scout Service, or you can return it to any ISS Base (which happens to be here in the Vilis system). Should you do so, Libby will receive a "pension grant" of Cr25,000 per year in its stead. Should you keep it, you will have to keep up with the maintenance costs of Cr3078/month plus Cr1000/month per active stateroom (oxygen, temp control), plus Cr1000/person (food, etc.).
The ITV Gambler's Luck
Fortunately for you, the responsibility for the repairs to the Gambler's Luck - mostly due to negligence and lack of scheduled maintenance by Kyston - are the responsibility of Second Life Starships, and will be handled before they can put the ship back into circulation. That said, Ebai is willing to offer you an excellent deal should you wish to become the new possessors of the Far Trader:
He offers you a "lease/buy" arrangement on the ship. The original purchase price of a standard-equipment Far Trader is MCr53.32. Allowing for the ship's age, and the costs of restoring its hull and basic sensor package to manufacturer spec, Ebai sets the current market price of the ship to be MCr45.30. He'll knock another 10% off that for you, setting the purchase price at MCr40.8, setting the lease price at Cr170,000 per month.
Any of you that own ship shares can apply them against the purchase price at MCr1.00 per ship share; this would reduce the lease cost by Cr4,166.67 per share per month. (Keep in mind that currently, your shares are only paying you dividends of Cr1000 per year.)
Half of each monthly payment will go toward "principal" against the cost of the ship, and you can pay off the balance in full at any time to take full ownership of the craft. You can also choose to terminate the lease at any time by returning the ship to Second Life Starships, but no refunds or compensation for prior payments can be granted.
Should you decide to terminate the lease/buy without paying it off in full, you agree to return the ship in at least condition it was in when you take possession. You are free to make any modifications or upgrades to the ship you desire, but they will not impact the terms of the lease/buy.
FYI, maintenance costs of the Far Trader will be Cr4,443/month, plus the additional Cr1,000/month for each stateroom in use (oxygen, temp control), plus Cr1000/person (food, etc.), plus Cr100/month for each active low berth.
Upgrades to Consider (Now or Later)
These could apply to either ship.
Weapons:
Adding a turret: Cr200,000 (single), Cr500,000 (double) , MCr1.00 (triple).
Adding weapons to a turret: Beam laser: Cr500,000 (does 1D at Medium range), Pulse laser: MCr1.0 (does 2D at Long range), Missile rack: Cr750,000 (does 4D damage), Sandcaster: Cr250,000
Sensors:
Replace with Military Grade (adds defensive missile jamming abilities): MCr4.10
Replace with Improved Grade (adds densitometers, which among other things would allow determination of ship armor and provide limited information about ship internals): MCr4.3
Replace with Advanced Grade (adds neural activity sensors, which allow detection of intelligent life forms - which is not limited to "sophont" life, but includes higher animal life as well): MCr5.3
Other Upgrades... there's not much else you can do with the Scout Ship, but you have lots of possibilities with the far trader Gambler's Luck. Additional staterooms for passengers (including high-tier)... practice gun combat range... full medical bay with auto-doc... the possibilities are endless. With the far trader, you can also trade cargo space (and lots of credits) for improved J-Drives, M-Drives, and/or power plants.
The Former Crew of the Gambler's Luck
During the week spent in Jumpspace between Mjolnir and Vilis, the subsequent debriefing period, and the little bit of other time that has passed, you've had a chance to become familiar with the two remaining crewfolk of the Gambler's Luck:
Lucia Quaman (UPP: 773A99) had been hired by Kyston to pilot the ship. Her qualifications include Level 1 training in Pilot(spacecraft), Astrogation, and Vacc Suit, with Level 0 training in Athletics, Gun Combat, and Mechanic. Should you wish to keep her on, her qualifications mandate a monthly salary of Cr6000
Alma Escudero (UPP: 6657A6) was hired as the ship's engineer. She is well qualified for this, with Level 2 training in Engineer(power plant), and Level 1 training in Engineer (J-Drive), Mechanic, and Vacc Suit. She can also handle herself fairly well in a brawl, with Level 0 training in Melee and Gun Combat. Her qualifications deserve a salary of Cr6000
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