Turning FTL playthrough into a captain's log/blog (Hardwood)
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 7, JUMP 4
Scans reveal a large asteroid field nearby. We decide to take the risk of scanning the field up close in the hopes of finding something of use.
We locate some usable fuel supplies but nothing more.
Jumping out.
Scans reveal a large asteroid field nearby. We decide to take the risk of scanning the field up close in the hopes of finding something of use.
We locate some usable fuel supplies but nothing more.
Jumping out.
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- Posts: 205
- Joined: Sun Nov 10, 2013 8:09 am
Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 7, JUMP 5
We pull alongside the Merchant vessel and see what he has for sale. What luck! A top of the line, military grade Burst Laser Mark-III! This will give us enough punch to stand a chance against the Rebel Flagship and her support vessels. If only we had a cloaking device or an upgraded defense drone, the odds would be so much more improved.
Oni sets to upgrading our weapons control suite to adequate levels so we can field our new weapon. We lack the materials to fully upgrade the 'Wood to power both of our Burst weapons simultaneously, but we should have both the capacity and reactor power online to do so before we exit this sector.
Nonetheless, this is fantastic news. We ship out with renewed purpose.
We pull alongside the Merchant vessel and see what he has for sale. What luck! A top of the line, military grade Burst Laser Mark-III! This will give us enough punch to stand a chance against the Rebel Flagship and her support vessels. If only we had a cloaking device or an upgraded defense drone, the odds would be so much more improved.
Oni sets to upgrading our weapons control suite to adequate levels so we can field our new weapon. We lack the materials to fully upgrade the 'Wood to power both of our Burst weapons simultaneously, but we should have both the capacity and reactor power online to do so before we exit this sector.
Nonetheless, this is fantastic news. We ship out with renewed purpose.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 7, JUMP 6
We jump in and are immediately under fire from a Rebel Scout. They must be close behind if they are getting into Engi space this deep.
A quick scan reveals that they have a teleporter. Their fully human crew will be no match for our boarding party in even numbers. As their teleport room only holds two crew at a time, I order Mort and Shelton to transport into their room to keep the fight on the enemy ship. Teleporter activated.
WARNING: INTRUDER ALERT
The maneuver was mistimed. They were faster getting to the teleport-pads than I expected and now, our boarding parties have crossed over to each others' ships.
Their boarding party has landed in an unoccupied aft cargo room. I immediately vent the rear airlocks and begin sucking out all the air from their compartment. Even if they do manage to break through the class-3 reinforced doors, by the time they do, they will be mostly dead.
Meanwhile, the fight rages on the Rebel ship. Mort and Shelton are exchanging blows with the enemy crew in close quarters combat. Their Human crew is no match for the ferocious attacks of our Mantis and they have no answer for the armor-like skin of our Rockman. The two Humans take a tremendous beating and are forced to retreat to their ship's Med Bay for first aid and medical treatment. That leaves Mort and Shelton alone in the enemy transporter room and they take the opportunity to wreck all the controls and computer systems. Their boarding party has no escape now.
Their boarding party has broken through the doors must faster than anticipated. Zerimar and Rynhart are waiting for them in the access hallway and the fight is on. Their boarding team is more seasoned in combat than our support crew, clearly, but the lack of Oxygen in the cargo bay has reduced their capacity. Our crew is slowly gaining the upper hand.
The Rebel fighter gets off a barrage of laser fire, penetrating through our shields and causing some minor damage to the forward laser batteries. Oni starts work on repairing the damage.
The Mark-III finally charges and lets loose a five-shot barrage, burning through their triple-layered shield with no problems and slamming into their weapons control tower. All but one of their lasers has gone silent.
Their crew is very efficient in their repairs and manage to get their teleporter online! Just as they hit the authorization to beam their crew back aboard, Zerimar and Rynhart each take one last shot at their disappearing foes. The boarders are transported off our ship and back to their own, but when they arrive, they are lifeless. The killing blow was struck.
Artillery Beam 76%
Mort and Shelton have been skirmishing with the enemy crew, keeping them off-guard and incapable of performing repairs to their ship. Against superior numbers, they have performed admirably but have taken enough punishment and are brought back aboard to get medical treatment in our Med Bay moments before the Arty Beam reaches maximum charge.
The Artillery Beam springs to life, with the familiar hum and jolt, and sends a scorching beam digging into the Rebel fighter, ripping up the entire port side of the ship. Weapons module is completely destroyed and a massive fire has started. Their Med Bay is damaged severely, their teleporter room is demolished and their bridge has been crushed. They are adrift and lights flicker on and off throughout their ship.
The Mark-III charges up and unleashes a brutal salvo of shots punching multiple holes in their hull and ripping into their Med Bay, rendering it completely useless.
They are crippled and their crew cannot retreat to their Med Bay for support against our superior boarding party. With Mort and Shelton fully patched up, they are ordered to the teleport pads and sent into the enemy's weapons bay, where the fire has been put out and repairs are underway. The Artillery Beam is powered down and the Burst Mark-III is allowed to charge but kept on standby.
Their work is swift and decisive. The Rebel crew has no chance. In a blur of motion, Mort skewers the first enemy crew-member and Shelton silences his opponent with a single overhand crushing blow.
With all the crew defeated, we salvage quite a bit of quality scrap and equipment from the hulk.
Jump drives online, course plotted.
We jump in and are immediately under fire from a Rebel Scout. They must be close behind if they are getting into Engi space this deep.
A quick scan reveals that they have a teleporter. Their fully human crew will be no match for our boarding party in even numbers. As their teleport room only holds two crew at a time, I order Mort and Shelton to transport into their room to keep the fight on the enemy ship. Teleporter activated.
WARNING: INTRUDER ALERT
The maneuver was mistimed. They were faster getting to the teleport-pads than I expected and now, our boarding parties have crossed over to each others' ships.
Their boarding party has landed in an unoccupied aft cargo room. I immediately vent the rear airlocks and begin sucking out all the air from their compartment. Even if they do manage to break through the class-3 reinforced doors, by the time they do, they will be mostly dead.
Meanwhile, the fight rages on the Rebel ship. Mort and Shelton are exchanging blows with the enemy crew in close quarters combat. Their Human crew is no match for the ferocious attacks of our Mantis and they have no answer for the armor-like skin of our Rockman. The two Humans take a tremendous beating and are forced to retreat to their ship's Med Bay for first aid and medical treatment. That leaves Mort and Shelton alone in the enemy transporter room and they take the opportunity to wreck all the controls and computer systems. Their boarding party has no escape now.
Their boarding party has broken through the doors must faster than anticipated. Zerimar and Rynhart are waiting for them in the access hallway and the fight is on. Their boarding team is more seasoned in combat than our support crew, clearly, but the lack of Oxygen in the cargo bay has reduced their capacity. Our crew is slowly gaining the upper hand.
The Rebel fighter gets off a barrage of laser fire, penetrating through our shields and causing some minor damage to the forward laser batteries. Oni starts work on repairing the damage.
The Mark-III finally charges and lets loose a five-shot barrage, burning through their triple-layered shield with no problems and slamming into their weapons control tower. All but one of their lasers has gone silent.
Their crew is very efficient in their repairs and manage to get their teleporter online! Just as they hit the authorization to beam their crew back aboard, Zerimar and Rynhart each take one last shot at their disappearing foes. The boarders are transported off our ship and back to their own, but when they arrive, they are lifeless. The killing blow was struck.
Artillery Beam 76%
Mort and Shelton have been skirmishing with the enemy crew, keeping them off-guard and incapable of performing repairs to their ship. Against superior numbers, they have performed admirably but have taken enough punishment and are brought back aboard to get medical treatment in our Med Bay moments before the Arty Beam reaches maximum charge.
The Artillery Beam springs to life, with the familiar hum and jolt, and sends a scorching beam digging into the Rebel fighter, ripping up the entire port side of the ship. Weapons module is completely destroyed and a massive fire has started. Their Med Bay is damaged severely, their teleporter room is demolished and their bridge has been crushed. They are adrift and lights flicker on and off throughout their ship.
The Mark-III charges up and unleashes a brutal salvo of shots punching multiple holes in their hull and ripping into their Med Bay, rendering it completely useless.
They are crippled and their crew cannot retreat to their Med Bay for support against our superior boarding party. With Mort and Shelton fully patched up, they are ordered to the teleport pads and sent into the enemy's weapons bay, where the fire has been put out and repairs are underway. The Artillery Beam is powered down and the Burst Mark-III is allowed to charge but kept on standby.
Their work is swift and decisive. The Rebel crew has no chance. In a blur of motion, Mort skewers the first enemy crew-member and Shelton silences his opponent with a single overhand crushing blow.
With all the crew defeated, we salvage quite a bit of quality scrap and equipment from the hulk.
Jump drives online, course plotted.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 7, JUMP 7
We jump into a system with a distress beacon active. An Engi freighter is under attack by a Rebel Fighter. Seeing our Federation markings, the Rebel Fighter turns to engage, targeting the 'Wood.
Shields, drones and weapons online. Almost there.
The Rebel Fighter is small and hard to hit, but he only has two shield layers. If we can connect with any of our shots, he will be in serious trouble.
A scan of their ship indicates she is armed with a small Leto-class missile launcher with a rapid reload rate, as well as a Burst Mark-II laser cannon. Our current defensive systems render him a complete non-threat. Oni is tasked with disabling their engines if possible to keep them from escaping and informing the Rebel Fleet of our position.
Their weapons charge first and their first volley is easily turned aside.
Our turn. The Mark-III and the Artillery Beam fire nearly simultaneously. The barrage from the Mark-III is slightly off target and only one bolt slams home, causing minor damage to their engines. The Artillery Beam is much more damaging, cutting a huge rip in the side of the ship, destroying their life-support and Med Bay modules and cutting into their Shield Bay as well. Repair drones swarm their ship in an attempt to get their systems back online.
Mort and Shelton teleport over into their Med Bay, tearing into the crew members desperately trying to repair the module. Two fall immediately, and two more jump into the crowded Med Bay to try and kill our boarding party. All four of the combatants are near death. I give the order to fire the Mark-III into the Med Bay while I simultaneously transport our two crew back over to the ship for medical help. One of their crew members dives out of the room just as the barrage hits but his friend is not so quick and gets cut down.
The last Rebel crew member has run into the Med Bay again to attempt and bring it back online. It will be a race against time. His repair speed versus our teleporter's recharge-module. Rynhart has taken position and will teleport over as soon as the charge is complete. If he beats the repairs being attempted on their Med Bay, the ship is ours.
The race is over and our recharge-module has won. The teleporter powers up, sending Rynhart into their Med Bay and he pops the nearly dead Rebel with a laser blast. The Rebel slumps over and we salvage what we can from the hulk.
Scans show the previously under-attack Engi Freighter floating nearby is ill-equipped to survive any kind of escape run from this sector. The Rebel ship left several deep gashes of laser damage.
The Engi vessel hails us and their Captain asks for a meager amount of scrap as assistance. Quick math shows such a small sum wouldn't be nearly enough and we can't leave them to their death.
The order is given to send over enough upgrade modules, scrap and munitions to see them through to friendly Sectors. We are close enough to Headquarters that we can spare it.
Their captain hails us and says, “Generosity magnitude unpredicted. Well-being syntax error value too high, accept this token.” The ship sends over their unique Medi-Bot Dispersal Upgrade! I have never heard of such an exchange occurring before. This is an extremely valuable module capable of repairing and healing our crew throughout the entire ship and not just in the Med Bay. Little nano-bots fly throughout the ship providing as-needed medical treatments to crew, allowing them to stay on station for much longer and stay in hand-to-hand combat for much longer as well.
With thanks exchanged between our two ships, we plot a course for the exit-beacon.
We jump into a system with a distress beacon active. An Engi freighter is under attack by a Rebel Fighter. Seeing our Federation markings, the Rebel Fighter turns to engage, targeting the 'Wood.
Shields, drones and weapons online. Almost there.
The Rebel Fighter is small and hard to hit, but he only has two shield layers. If we can connect with any of our shots, he will be in serious trouble.
A scan of their ship indicates she is armed with a small Leto-class missile launcher with a rapid reload rate, as well as a Burst Mark-II laser cannon. Our current defensive systems render him a complete non-threat. Oni is tasked with disabling their engines if possible to keep them from escaping and informing the Rebel Fleet of our position.
Their weapons charge first and their first volley is easily turned aside.
Our turn. The Mark-III and the Artillery Beam fire nearly simultaneously. The barrage from the Mark-III is slightly off target and only one bolt slams home, causing minor damage to their engines. The Artillery Beam is much more damaging, cutting a huge rip in the side of the ship, destroying their life-support and Med Bay modules and cutting into their Shield Bay as well. Repair drones swarm their ship in an attempt to get their systems back online.
Mort and Shelton teleport over into their Med Bay, tearing into the crew members desperately trying to repair the module. Two fall immediately, and two more jump into the crowded Med Bay to try and kill our boarding party. All four of the combatants are near death. I give the order to fire the Mark-III into the Med Bay while I simultaneously transport our two crew back over to the ship for medical help. One of their crew members dives out of the room just as the barrage hits but his friend is not so quick and gets cut down.
The last Rebel crew member has run into the Med Bay again to attempt and bring it back online. It will be a race against time. His repair speed versus our teleporter's recharge-module. Rynhart has taken position and will teleport over as soon as the charge is complete. If he beats the repairs being attempted on their Med Bay, the ship is ours.
The race is over and our recharge-module has won. The teleporter powers up, sending Rynhart into their Med Bay and he pops the nearly dead Rebel with a laser blast. The Rebel slumps over and we salvage what we can from the hulk.
Scans show the previously under-attack Engi Freighter floating nearby is ill-equipped to survive any kind of escape run from this sector. The Rebel ship left several deep gashes of laser damage.
The Engi vessel hails us and their Captain asks for a meager amount of scrap as assistance. Quick math shows such a small sum wouldn't be nearly enough and we can't leave them to their death.
The order is given to send over enough upgrade modules, scrap and munitions to see them through to friendly Sectors. We are close enough to Headquarters that we can spare it.
Their captain hails us and says, “Generosity magnitude unpredicted. Well-being syntax error value too high, accept this token.” The ship sends over their unique Medi-Bot Dispersal Upgrade! I have never heard of such an exchange occurring before. This is an extremely valuable module capable of repairing and healing our crew throughout the entire ship and not just in the Med Bay. Little nano-bots fly throughout the ship providing as-needed medical treatments to crew, allowing them to stay on station for much longer and stay in hand-to-hand combat for much longer as well.
With thanks exchanged between our two ships, we plot a course for the exit-beacon.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 7, JUMP 8
A ship without life forms is giving off a distress signal as it floats in a nearby asteroid field. It could be a trap, but perhaps if we get closer we might find faint signs of life. We move in closer to investigate and find a damaged, abandoned pirate ship. We salvage what we can and move on.
We apply the salvaged materials towards improving our reactor core. It is now operating at near 100% of military-spec.
Jumping out.
A ship without life forms is giving off a distress signal as it floats in a nearby asteroid field. It could be a trap, but perhaps if we get closer we might find faint signs of life. We move in closer to investigate and find a damaged, abandoned pirate ship. We salvage what we can and move on.
We apply the salvaged materials towards improving our reactor core. It is now operating at near 100% of military-spec.
Jumping out.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN’S LOG: SECTOR 7, JUMP 9
We find a damaged freighter here, asking for assistance in navigating to another Sector. We give him some fuel help him on his travels and provide nav-computations for his jump. But, examining our map, we just don’t have enough time to personally escort his ship. We have to get to the Federation. We wish him well and prepare for the jump.
We find a damaged freighter here, asking for assistance in navigating to another Sector. We give him some fuel help him on his travels and provide nav-computations for his jump. But, examining our map, we just don’t have enough time to personally escort his ship. We have to get to the Federation. We wish him well and prepare for the jump.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 7, JUMP 10
We arrive in the exit-beacon system and find an abandoned mining outpost on a nearby moon. A quick scan shows no lifeforms but we do locate a usable drone schematic for a repair-bot. We don't have room in our drone control bay to activate the repair-bot at this time but we will keep him in storage. Perhaps we will find use for it later, or if we find a Merchant vessel near Federation Headquarters we could use it to barter for upgrades.
A sudden realization. This is it. The next jump is to Federation HQ itself!
We prepare the ship for its final Sector jump and power up. Time to get our secret data on the weaknesses of the Rebel Flagship to the Federation. It is our only hope for victory.
Jumping out.
We arrive in the exit-beacon system and find an abandoned mining outpost on a nearby moon. A quick scan shows no lifeforms but we do locate a usable drone schematic for a repair-bot. We don't have room in our drone control bay to activate the repair-bot at this time but we will keep him in storage. Perhaps we will find use for it later, or if we find a Merchant vessel near Federation Headquarters we could use it to barter for upgrades.
A sudden realization. This is it. The next jump is to Federation HQ itself!
We prepare the ship for its final Sector jump and power up. Time to get our secret data on the weaknesses of the Rebel Flagship to the Federation. It is our only hope for victory.
Jumping out.
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Re: Turning FTL playthrough into a captain's log / blog
WOOOO MADE IT TO THE LAST STAND! 

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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 8, JUMP 1
We arrive at the heart of the last Federation Fleet. Our access codes get us past security and get us a direct feed into the Admiral's war room. Admiral Tully speaks up first and asks, “What is the meaning of this? Who are you?”
We go on to explain the purpose of our mission, to bring the Admiral critical data that will allow them to have a fighting chance against the Rebel Fleet. The weak-point of the Fleet is their Flagship! If we destroy the ship, all their communications will be severed.
Our explanation is met with murmurs of cynicism and disbelief among the officers. General Turzil of the Engi brigade speaks up, “Intel suggests potential counter for Rebel technology. Risk all or save none.”
Admiral Tully stops the back and forth with a wave of his hand and speaks up. “It is settled. The Rebels will be here in a matter of moments. We will do what we can to hold off their warships, but you must succeed in destroying the Flagship. We will refuel your ship now, and our stations will provide aid and service to you for as long as they can hold out. Good luck.”
We take the offered fuel and power up the jump drive.
I have a momentary thought that without any kind of superior shielding or cloaking module installed, we will probably need that little repair-bot more than we'd like to admit. I will consider replacing the beam-drone with the repair-bot before we meet the Flagship.
Jump drives powered, time to move out.
We arrive at the heart of the last Federation Fleet. Our access codes get us past security and get us a direct feed into the Admiral's war room. Admiral Tully speaks up first and asks, “What is the meaning of this? Who are you?”
We go on to explain the purpose of our mission, to bring the Admiral critical data that will allow them to have a fighting chance against the Rebel Fleet. The weak-point of the Fleet is their Flagship! If we destroy the ship, all their communications will be severed.
Our explanation is met with murmurs of cynicism and disbelief among the officers. General Turzil of the Engi brigade speaks up, “Intel suggests potential counter for Rebel technology. Risk all or save none.”
Admiral Tully stops the back and forth with a wave of his hand and speaks up. “It is settled. The Rebels will be here in a matter of moments. We will do what we can to hold off their warships, but you must succeed in destroying the Flagship. We will refuel your ship now, and our stations will provide aid and service to you for as long as they can hold out. Good luck.”
We take the offered fuel and power up the jump drive.
I have a momentary thought that without any kind of superior shielding or cloaking module installed, we will probably need that little repair-bot more than we'd like to admit. I will consider replacing the beam-drone with the repair-bot before we meet the Flagship.
Jump drives powered, time to move out.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 8, JUMP 2
Federation ships are scarce in this region despite a number of civilian space stations. Scans pick up a wing of Federation scouts under attack by a Rebel bomber squadron. These are the smaller “Rigger” class bombers and should prove little to no threat to our ship. We move in to assist.
Shields up, drones online, weapons charging.
The bomber is, as expected, weakly armed with a single laser and a beam-weapon. They also deploy a beam-drone, orbiting our ship. Unless they are able to take down our shield layers, it will not be able to pose a threat.
Both Burst Lasers are fully powered. First volley set to demolish their Shield Bay. Once offline, our beam-drone will carve them up at will and the Arty Beam can finish them off, if need be. A full barrage of eight bolts is unleashed on the enemy Rigger. Amazingly, they are able to jink and avoid all but three of the incoming bolts. Their shields absorbs all our laser fire and our beam-drone misses the opportunity as well!
Seconds later, the Artillery Beam reaches full charge and fires, cutting a devastating line across the Rigger, damaging their weapons, life-support and shield bays. There are fires in three compartments and their crew is scrambling desperately to put out the fires.
We wait for both Burst weapons to reach 100% charge before unleashing them on the Rigger. Amazingly, the little ship avoids several of the shots again but this time, a few get through the shields and damage the shield generators. Still, the shields are not completely offline and the beam-drone manages only a single strike, damaging an unoccupied cargo bay.
Artillery Beam 88%
A high pitched hum begins and a second later, is followed by the soft jolt of the Arty Beam lashing out and striking the enemy ship, raking across the port engine nacelle and cutting through the life-support module, cargo bay and shield room. Sensors show the oxygen levels on the enemy ship are reaching critical levels. The fires are raging on three separate decks and her crew is losing the battle.
They only have a single layer of shielding up, so we do not wait for the Mark-III to fully charge. The Burst Mark-II fires a final volley into their shield generator, bringing it offline permanently. The beam-drone begins surgically attacking their ship and it is soon nothing but wreckage.
We collect what salvage we can and prepare the jump drives. The enemy Flagship is showing up on deep-scan telemetry received from the Federation. We must reach it before it can destroy our fleet.
Federation ships are scarce in this region despite a number of civilian space stations. Scans pick up a wing of Federation scouts under attack by a Rebel bomber squadron. These are the smaller “Rigger” class bombers and should prove little to no threat to our ship. We move in to assist.
Shields up, drones online, weapons charging.
The bomber is, as expected, weakly armed with a single laser and a beam-weapon. They also deploy a beam-drone, orbiting our ship. Unless they are able to take down our shield layers, it will not be able to pose a threat.
Both Burst Lasers are fully powered. First volley set to demolish their Shield Bay. Once offline, our beam-drone will carve them up at will and the Arty Beam can finish them off, if need be. A full barrage of eight bolts is unleashed on the enemy Rigger. Amazingly, they are able to jink and avoid all but three of the incoming bolts. Their shields absorbs all our laser fire and our beam-drone misses the opportunity as well!
Seconds later, the Artillery Beam reaches full charge and fires, cutting a devastating line across the Rigger, damaging their weapons, life-support and shield bays. There are fires in three compartments and their crew is scrambling desperately to put out the fires.
We wait for both Burst weapons to reach 100% charge before unleashing them on the Rigger. Amazingly, the little ship avoids several of the shots again but this time, a few get through the shields and damage the shield generators. Still, the shields are not completely offline and the beam-drone manages only a single strike, damaging an unoccupied cargo bay.
Artillery Beam 88%
A high pitched hum begins and a second later, is followed by the soft jolt of the Arty Beam lashing out and striking the enemy ship, raking across the port engine nacelle and cutting through the life-support module, cargo bay and shield room. Sensors show the oxygen levels on the enemy ship are reaching critical levels. The fires are raging on three separate decks and her crew is losing the battle.
They only have a single layer of shielding up, so we do not wait for the Mark-III to fully charge. The Burst Mark-II fires a final volley into their shield generator, bringing it offline permanently. The beam-drone begins surgically attacking their ship and it is soon nothing but wreckage.
We collect what salvage we can and prepare the jump drives. The enemy Flagship is showing up on deep-scan telemetry received from the Federation. We must reach it before it can destroy our fleet.