ShadowDragon8685
Mongoose
Alright, so I have a question. My character has somehow worked her way into command of a small but powerful mega-TL warship of aliens (long and fun story,) and was running a patrol for their government when we came across a derilect freighter (from the TL 13 normal human civilization) which had been destroyed by, quote, "Missiles. Lots of missiles."
It had been pummeled badly, and it's reactor (and even the reactor aboard it's shuttle!) had been breached in the battle. Later, the ship that did it, a dinky 300 d-tonner with a missile bay showed up, started punting a lot of missiles at us, and got promptly reamed when it turnd out my ship was not only capable of outrunning their missiles, but had Meson guns (weapons that the human civ doesn't even know about, let alone have defenses against in this setting,) and thus, their heavy armor was useless against.
So, to make a long story short, my crew of 12 (including my character - got a nice Firefly-like dynamic starting) needs to investigate these derilects, and there's really only two crewmembers who're used to EVA, those being my marines.
I don't want them to get any more rads than they have to. I was thinking, though, the problem is the runaway reactors - if we used laser strikes to target the ships' fuel tanks and empty them, the reaction would die out due to no fuel.
Now, my ST couldn't think about it properly, since it's 3 AM, but I'm pretty sure that we're not discussing a radioactive fallout situation here. There's no heavy fissile elements involved that would cause an area to become contaminated - there's an active emitter, but once the emitter gets cut off, whether it's a piece of radioactive material being exposed in a testing/medical environment, then covered again, or the runaway reactor being shut down, the things that were exposed to it are not themselves radioactive and dangerous.
Am I right about this? If I can shut down those reactors, they'll stop being dangerous from a radiological point of view? (Not like there's not enough other things that can Go Horribly Wrong on a derilect ship, of course.)
It had been pummeled badly, and it's reactor (and even the reactor aboard it's shuttle!) had been breached in the battle. Later, the ship that did it, a dinky 300 d-tonner with a missile bay showed up, started punting a lot of missiles at us, and got promptly reamed when it turnd out my ship was not only capable of outrunning their missiles, but had Meson guns (weapons that the human civ doesn't even know about, let alone have defenses against in this setting,) and thus, their heavy armor was useless against.
So, to make a long story short, my crew of 12 (including my character - got a nice Firefly-like dynamic starting) needs to investigate these derilects, and there's really only two crewmembers who're used to EVA, those being my marines.
I don't want them to get any more rads than they have to. I was thinking, though, the problem is the runaway reactors - if we used laser strikes to target the ships' fuel tanks and empty them, the reaction would die out due to no fuel.
Now, my ST couldn't think about it properly, since it's 3 AM, but I'm pretty sure that we're not discussing a radioactive fallout situation here. There's no heavy fissile elements involved that would cause an area to become contaminated - there's an active emitter, but once the emitter gets cut off, whether it's a piece of radioactive material being exposed in a testing/medical environment, then covered again, or the runaway reactor being shut down, the things that were exposed to it are not themselves radioactive and dangerous.
Am I right about this? If I can shut down those reactors, they'll stop being dangerous from a radiological point of view? (Not like there's not enough other things that can Go Horribly Wrong on a derilect ship, of course.)