The TWHL ship Worm has arrived safely in sector two, emerging from a nauseating FTL jump into a gassy nebula. Nebulas, while indefinably sexual have the added effect of disrupting sensors – both internal and external. As a result, we can only monitor rooms that currently contain crewmembers.
What an excellent opportunity to remind you of the crew roles! In the pilot’s seat we have Strider – an Engi with synthetic origins expertly skilled in repairing ship systems. Manning the guns is Ant, the ship’s only human crewman. He’s providing a cooldown reduction between shots. At the shield generator, keeping the shields up is Pebs, another Engi. Both him and Strider speak with a ridiculous Australian accent for some reason. Must be an Engi thing. Finally we have Nathan, a freed slave Mantis, skilled in hand-to-mandible combat and currently providing an evasion bonus in the engine room.
A benefit of the nebula is that as well as blocking our own sensors, it also hides us from the approaching fleet of rebels constantly chasing us, hindering their progress. However, we can’t stay here indefinitely! We have a mission to accomplish! Time to FTL the FTL out of here!
First jump in sector 2 brings the Worm up against a Rebel Rigger, typically used for mining. It’s barely armed, but does have the exact same class of attack drone we’ve been using so far to outsmart our enemies. If they manage to bring down our shields, the attack drone will cause havoc!
Fortunately it’s only sector 2, and for some reason ships this side of the galaxy are a bit rubbish so they quickly surrender, offering their best security officer as a bargaining chip. Pipaluk the Mantis joins us! We may have to change the dinner menu now that there are two Mantises (Mantii?) to cater for.
They also provide us with a Breach missile launcher – it does very little damage to hull integrity, but causes small fractures that vent oxygen from the enemy ship. Missiles also completely disregard shields which only protect against energy weapons. Always pleasant!
After just one more jump it looks like we might have opportunity to test it! A well-armed bully of a ship is claiming the jump beacon as their own and demand tribute to pass.
I think not! Breach missile awaaaaay! A direct hit on their weapons systems render them useless, and a quick couple of blasts from our patented attack drone finishes them off. The scrap gained allows us to purchase an engine upgrade, increasing our chance to dodge incoming attacks.
The next jump brings us up against a fairly standard scenario – an unmanned drone attacking a friendly station. The Worm intervenes, of course, but oh my goodness! We’ve come up against a stealth ship and can’t target it until its stealth drive runs out of power!
Conveniently, to afford a stealth drive they traded off having shields, and they’re space dust just seconds after uncloaking. The station we just saved compensates our effort with a kickass Hull Smasher laser.
It pretty much does what it says on the tin – massive hull damage, very little system damage. Unfortunately it has massive power requirements as well as needing an overall weapons system upgrade to use which we won’t be able to afford for some time.
For the first time in ages, our next jump
doesn’t lead to combat! Instead a small independent trader has set up shop above an uninhabited planet.
Their wares are a bit rubbish, but I sell the breach missile launcher for more scrap and use it to fully repair our hull.
The rest of the system is fairly uneventful until the penultimate jump where we stumble across a heavily armed rebel fighter class ship. Curiously they hail us and offer their services to delay the approaching rebel fleet. What nonsense, charge weapons!
And so we arrive at the system’s final jump beacon just ahead of the approaching wave of the enemy fleet.
With weapons systems upgraded enough to use the new Hull Laser (albeit still unpowered) and a fully repaired hull, things are looking bright for sector 3!
Also Strider didn’t die for some reason.