Our Crew:
A Slug (as they're commonly known) who goes by the callsign "Gordon"
Another Slug known as Woods.
And me, one of several copies of a Ship A.I. known as Sparksol, and the captain of this vessel for the duration of the primary mission.
Our weapons include a Slug-Tech Anti-Bio Beam, a Dual-Shot Laser, and a standard Mark 1 Teleporting Breach Bomb.
Our ship is also equipped with Slug-standard Repair Gel, which automatically although slowly seals hull breaches. Pity it doesn't actually repair any damage.
I'm told that the ship's name would be appropriate on a warship, so I withheld my opinions about this particular vessel's combat capability.
Mission Begins.
Sector 1: Civilian
Day 1:
Our first jump (out of a currently-calculated 11 in this civilian sector) brought us directly to a Rebel auto-scout!
Woods initially panicked, running all over the ship until I notified him that visual scans showed that the only weapon it had was a low-end beam weapon that couldn't penetrate even our weak shields. I instructed Gordon to remain at the helm, as my piloting program wasn't part of the package when I was loaded into this ship. It did not try to escape, and the battle didn't not last long. In addition to raw materials and fuel, we discovered an intact Drone Recovery Arm device, but no sign of any drone parts. A fortunate break for us, that beam weapon could have done serious damage if a drone was out bringing our shields down.
Day 2:
A Mantis Scout, claiming that this nebula was part of their clan hunting grounds, attacked. I had Woods on weapon control, until Woods and the ship's internal sensors detected an intruder. I told Woods to meet it in the medical bay, and vented the rest of the ship once he was there. In the meantime I targeted the Scout's shield systems with the lasers, and on advice from Gordon, used the Anti-Bio-beam to strike the shield room at a certain point, later followed by shooting the Mantis' helm. I had no sooner done so than Woods informed me that the intruder had teleported away, and Gordon said he was on board the ship again. Another Anti-Bio-beam shot across their helm, and the ship was ours for the taking. In their cargo hold, we found a new and unused Mark II Hull Smasher Laser. We've brought it aboard, but simply don't have the power to spare for it yet.
I know the slugs can sense things about lifeforms, but I'll still feel better once I've got a full sensor array on this thing. I dislike being blind.
Day 3:
Another auto-scout, but of more concern was the proximity of the local star! This beacon needs re-positioning. This auto-scout had a beam drone and a laser weapon, so I had Woods on the shield controls at first, until a flare from the star came through. System monitoring let me know the weapons controls were taking damage, so Woods was on fire duty until we could clear the area and the Jump Drive recharged.
Fires. I could really use some internal sensors, I'd rather not vent the entire ship every time there might be a fire somewhere. After this little incident, my crew has agreed.
Day 4:
A quiet jump, all that's here is a mined-out asteroid.
Gordon and Woods spent the recharge time repairing the weapon system, and playing poker.
Gordon came out ahead, Woods has all next week's janitorial duty.
Day 5:
A scout-class Rock ship was waiting for us, and told us we were being taken by the Dread Pirate Tuco.
Their weapon combo of a basic laser and beam weapon proved effective enough to take out the life-support and medical bay in a single sweep, so Woods got to repairs while I took aim for their weapons, and had Gordon calling the shot on the Anti-Bio-beam.
That was the only weapon volley they made, soon they were calling us and telling us they surrendered. We took a modest amount of scrap and fuel.
Surrendering did them little good apparently, as while we repaired their ship broke apart. Perhaps a fire had been started? We may never know.
Day 6:
A rebel rigger saw us jumping in, and immediately began preparations to jump themselves. We couldn't risk them giving away our position, but between the breach in our engine room and their dodging, we were unable to stop them from escaping.
Gordon wanted to try defecating out the airlock instead of using the standard facilities. I told Woods to stop drugging his drinks.
Day 7:
Another auto-scout was here, this one with missiles and a laser. And it was trying to escape in the direction of the rebels as well, apparently we're not moving quickly enough. It did a remarkable amount of damage before we managed to destroy it. Gordon suggests a better engine would be of help, or else more crew so Woods wouldn't have to run around all the time being everything but pilot.
Also, there seems to be a distress beacon up ahead. We'll check it out.
Day 8:
Look like a blockade has been set up around a civilian planet. In any well-equipped ship I'd be glad to help, but as Woods notes, we don't have anything that can help in this situation.
Day 9:
An Engi ship has set up a shop and bar here, they've got a drone system, a sensor suite, even a cloaking device. There's also a couple of Engi and a Mantis looking for something more exciting than everyday work. Sadly, we can't afford everything and their wages, and the repairs themselves are going to cost a good deal of the scrap we've accumulated.
After some discussion with the crew, I'm overseeing having the repairs done and installation of the drone control station, while Gordon and Woods meet their potential shipmates and pick one to hire. They end up bringing back one of the Engi, who goes by the name of Pie. She says she's happy to join the party. When I ask Pie about her skills and describe the available stations, she says she's new to all of those, but would be glad to learn.
I'd facepalm if I had a face or palms.
When I ask Woods and Gordon about her, they said it wasn't so much about her as it was avoiding the other two. Seems the Mantis was just looking to sabotage apparent Federation sympathizers, and the other Engi was unstable. And while Ms. Pie might be a complete newbie on a small ship like this, she was earnest about learning any job we had and has a positive attitude.
I'll have her start in the engine room, and let her roam for repairs as needed. It'll take some of the pressure off of Woods.
Day 10:
Last stop before the sector exit beacon, a drifting ship hails us. There's some people on board, and their ship is a total loss. We ferry most of them to a nearby planet, though one of them, a human requests to join us instead.
After checking with the Woods about his trustworthiness, I let him join.
His name is Narthollis, and he seems frightened of Pie for some reason. The human shows hardly any reaction to the Slugs, but the Engi scares him? He won't go in the engine room while she's there. Okay, she's been asking about redecorating, but I don't see what the problem is.
Day 11:

How did they Rebels find us this quickly? We should have had another day, even with the one ship that did get away.
We managed to sneak by most of them, but the one elite fighter we come across happened to spot us before our drive could finish charging. It's got one nasty missile launcher and a mid-grade blaster on it.
The blaster doesn't make it past our shield, but the first missile knocks out the helm. Pie was already on her way to help with repairs before I could say a word to her.
It was a good thing I didn't sell that Mark II Hull Smasher, it was the only thing other than the breach bomb that could get past their shields.
With some good timing and mediocre aim, we managed to disable their weapons long enough for the drive to charge. I hope Gordon was taking piloting notes.
Unfortunately, things were not looking as good as I'd hoped. I had a choice between two sectors, both of them uncharted nebulae.

Just as well I didn't get those sensors after all, as well as having two Slugs on board.
I picked a nebula, and signaled for activation of the Jump Drive.
To Be Continued...