The maiden voyage of the TWHL ship Worm is sadly not under pleasant circumstances. The federation lies in tatters and The Worm has in its memory banks information required to thwart the rebellion threatening our way of life.
In order to reach the fleet, however, the ship must pass through nine star systems in-tact. To do so, the finest crew has been appointed: Pebs, Strider and Ant. Never has the Federation seen a finer group of men. Well, Ant is a man. Strider and Pebs are members of the Engi - a race who pride themselves on their repair skill, but who fall sadly short in combat.
After our first Faster Than Light (FTL) jump, we arrive at a small refuelling outpost being hounded by an automated rebel scout. We should make light work of this. Ant takes over the weapons systems providing a cooldown time decrease between shots. Pebs heads straight to the shield generator and works tirelessly to restore shields in the event that they get disabled and Strider mans the cockpit (he loves cockpits) and provides an evasion bonus as well as actually allowing the ship to make FTL jumps.
After a short battle, the refuelling outpost is saved and they reward us with some scrap which is immediately spent on part one of a two-part shield upgrade.
Two FTL jumps later and the ship is hailed by a slaver.
Aside from the fact that a crew so small couldn’t afford to lose a member, we owe it to slaves everywhere to kick their arses and as such charge weapons. This fight will be considerably tougher than the automated scout.
Utilising an ingenious combo of Ion Blasts from the ship’s main gun to down their shields and quick laser strikes from an anti-ship drone, we quickly start disabling their systems, starting with their oxygen. It doesn't take long before they feel the clutch of death at their throats and offer surrender – their lives in exchange for one of their slaves joining our crew.
Seems like a good idea and Nathan, a Mantis (great in combat, low repair skill) is assigned to our Engine room to provide a further evasion bonus.
After another couple of FTL jumps and a few more pirates destroyed we finally have enough scrap to afford part 2 of the shield upgrade and buy it immediately. Unfortunately it doesn’t have any effect because it isn’t powered yet… That will require more scrap.
But that will have to wait! A distress call lights up our screens!
Upon arriving we find a lab in flames. We have to react quickly – either dock in a shuttle in an attempt to put out the fire (potentially risking the health of our crew) or dock The Worm and try to evacuate the scientists (potentially risking the ship.)
I decide to dock the ship to evacuate the lab. Unfortunately it explodes as we’re doing so and we take some hefty hull damage which we can’t afford to repair. Piss.
Nearing the beacon that will allow us to jump to the second star system, several more pirates and rebels fall victim to our Ion and drone one-two punch giving us enough scrap to activate the shield upgrade and also upgrade the engines.
On the penultimate beacon in this system we come up against a fully armed rebel fighter with a mean missile launcher and burst laser weapon which tears through our shields.
One of their number also teleports into our shield generator and begins to attack Pebs. Fortunately this is exactly what Nathan was brought onto the crew for and he uses his patented Mantis-fu to make quick work of the intruder.
Simultaneously a direct missile attack from their ship ignites a fire in one of The Worm’s hallways. Rather than risking the crew, I open a nearby airlock and vent all the oxygen in that side of the ship to extinguish the fire.
The day is won, and with roughly 65% hull integrity, The Worm arrives proudly at the exit beacon, crew unscathed.
Find out what happens in Sector 2 soon.