Josh Shrader |
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Current Planet: Pretoria 0406 B656967-C-N-Ga Hi CP Mr-720-Im
Starport: Good, refined fuel, Shipyard (Spacecraft)
Size: 9,600km, Grav .7 (3/4 Earths)
Atmosphere: Thin. No Filter needed, temperate
Hydro: 56-65% Water
Population: 7,200,000,000
Government: Captive Government, Military ruled
law level:Mod, No Shotguns, Drugs, Library Programs, TL7 or high gear, No free Speech, no Psionics, Visitors Confined to Starport.
Tech level: 12, Average Stellar
Bases: Naval
Trade codes: Garden Planet, Hi population
Tara Lagner |
"Greetings fellas' I know Alexandre has a Scout Ship. But its not really cut out for trading. So i stopped by the local Used shipyard, and they have four Used Free traders avab, although some are pretty beat-up.
She hands over a Data pad with the ships listed..
The Dirty Greed
Type:Free Trader, Type A
Age: 40Yrs
Cost: 27.1 Mil cr
Mantaince::4,572 cr/month
Life Support: 22,000 cr/month
Notes:Black Listed, Will be impounded in certian Systems (-1Broker), Damaged Thrusters (-1 Pilot), Worn out sysems (+50% mantaince costs), Outdated Systems (-1 repairs)
Neptune's Scoundrel
Type:Free Trader, Type A
Age: 30Yrs
Cost:31.1 Mil cr
Mantaince: 2,744 cr/month
Life Support: 22,000 cr/month
Notes:Hidden Smuggling Compartments, Well mantained (-10% mantaince ), Vessel was Involved in a Notorious Battle, and has Enemies who want to Destroy it.
Beam Vixen
Type:Free Trader, Type A
Age: 20Yrs
Cost:34.9 Mil cr
Mantaince: 3,048 cr/month
Life Support: 22,000 cr/month
Notes: Upgraded Computers, Damaged Sensors (-1 Sensor)
Midnight trident
Type:Free Trader, Type A
Age: 10Yrs
Cost:35.2 Mil cr
Mantaince: 3,048 cr/month
Life Support: 22,000 cr/month
Notes:Cargo bay was tainted with Dangerous Chemicals, Vunlneranble cargo may be Damaged.
"The Morgage on these Ships will Range between 115k-145k a Month +Life support and mantaince. Which would be about a weeks or so worth of work. If you want me to look for something Larger let me know."
The Standard Ship catalog is on page 114 in the Core rules, and Here is an extended Ship Catalog
Alexandre Qadar |
"The Greed would just be too much work to bother with. There's no point in running a shipping company with your ship doesn't run. I'm apprehensive about the Scoundrel, not knowing who might be after it, though I can't imagine why someone would hold a grudge against a particular ship instead of it's crew. Still, it seems to be well kept, and the smuggling tubes do provide extra...options. I'm not a fan of chemical issues, so I'd prefer to pass on the Trident. My vote is for the Vixen first, then the Scoundrel. We can repair the sensors on the Vixen and while it has some age to it, it's not too old to keep in shape. I'll miss my scout ship, but right now it's little more than a credit sink for me, so I'm willing to invest if we're all in."
Crispin McLovin |
I hate to admit it, but I tend to agree with Alex. The monetary Δ is so nominal considering the vixen is 10yrs younger and less likely to get randomly attacked by some sandy vag who holds a grudge against a ship and not the crew/captain. I also have to say I love the idea of upgraded computers. The sensors are no big deal, I'm sure I can fix that shit without blowing anything up...last time it was a fluke I swear. The Scoundrel has nice options available but for 10% more I feel that overall the vixen is not only a better option but also more realistic in our present situation. If we find the transfer of "special" cargo to be potentially more lucrative we can always add hidden compartments or lab for research.
Tara Lagner |
I believe we have a total of 12 shares all together
"The Last thing we need to look at is Weapons for the Ship, The Beam Vixen has 2 hard points for weapons. here is the Weapon Cost breakdown."
Turrets
One turret may be attached to each hardpoint on the ship. If a turret
is installed, then one ton of space must be allocated to fire control
systems (included in the following table):
Weapon TL Tons Cost (MCr.)
Single Turret 7 1 0.2
Double Turret 8 1 0.5
Triple Turret 9 1 1
Pop-Up Turret 10 2 +1
Fixed Mounting - 0 x 0.5
TURRET WEAPONS
Weapon TL Optimum Range Damage Cost(MCr.)
Pulse Laser 7 Short 1d6 0.5
Beam Laser 7 Medium 2d6 1
Particle Beam 8 Long 3d6 + crew hit 4
Missile Rack 6 Special Depends on missile 0.75
Sandcaster 7 Special Special 0.25
"the Standard array is 2 Triple Turrets, each with a Beam, Sandcaster, and Missle turret. This would run us 6 mill credits. So over all, after discounts, ship shares, and weapons, we're looking at 36.5 Mil Cr for the Beam Vixen With mantiance, Life support, and morage, we are looking at 177k Credits a month. We can pull that much Credits in about 1-2 hauls easy.. What say you gentlemen?"
Crispin McLovin |
I could be persuaded to spend some of my hard earned money on a external fuel pod. However I was dreaming about m-drive theory and improvements I can conceivable do while training on the ramifications of an external fuel pod. Will it reduce cargo carrying capacity due to weight? As a rental how long is the rent for? Can we get a permanent fix to improve our fuel capacity?
Tara Lagner |
"Excellent.. I'll have the papers Signed, and the Beam Vixen Will be Waiting on Dock 34, Getting Fueled up, and also a Fresh paint Job, I didn't Choose anything Flashy, just Standard White job w/ a red Stripe. It will Take a 2-3Hours to get the Fuel loaded, So Make any transactions you need to make, and report to the Ship. We'll Discuess cargo there, and get everyone Situated."
A Few Hours goes By, and everyone meets at the Beam Vixen, Tara is Standing in the Cargo bay
"Welcome aboard out new home! Here is the Cargo Shipping out today to Saki, the Next Closest Planet, We have 87 Tons of Free Cargo Space for this Trip, so lets get as much as we can Carry."
5T, Cows, 6kcr
10T, Tires, 12kcr
10T, Seed, 12kcr
20T, Spare Parts, 24kcr
25T, Art Supplies, 30kcr
25T, Organic fertlizer, 30kcr
30T, Building Materials, 36kcr
60T, Farm Equipment, 72kcr
Tara Lagner |
"well, we didn't Pass clearence for mail this Jump, but I've Got Lined up some Passengers who are travelling to Saki, here is the List"
11 Low berth - 11k cr
3 Mid berth - 9kcr
Banis, a Local Adventurer
Torin, his explorer partnet
Danny, an Economic Refugee
3 High Berth - 18kcr
Tomas, Dilentante
Monthry, Eccentric Nobleman
Jude, Well dressed Businessman
"Please make them Feel welcome aboard the Ship, be better reputation we have, the More High berths will want to travel with us"
Tara Lagner |
"so Tractors and Art Supplies it is.. They will be loaded within the Hour. Lets get our Cabins Picked out, and store our Gear. Then lets Head to the Bridge, take out stations, and do a Systems Shake down, and prepare for Launch. I'll take the Cabin up top, by the Passenger Quarters, so I can be Closer to Serve them."
Once Cabins are picked out, Lets get some Skill checks to do a Systems shake down, and prepare for Launch. Give me Routine (+4 DM) checks for Engineering, pilot, Comms, Sensors, And Computers. these Will all be based on Edu (IE 2d6+skill,+edumod, +4)
Alexandre Qadar |
Alexandre has all of these skills, and his Edu is 12(+2)
Engineer (Power) 1: 2d6 + 7 ⇒ (4, 4) + 7 = 15
Pilot (Spacecraft) 1: 2d6 + 7 ⇒ (6, 5) + 7 = 18
Comms 1: 2d6 + 7 ⇒ (6, 5) + 7 = 18
Sensors 1: 2d6 + 7 ⇒ (5, 5) + 7 = 17
Computers 3: 2d6 + 9 ⇒ (4, 2) + 9 = 15
Medic 1: 2d6 + 7 ⇒ (5, 4) + 7 = 16
Tara Lagner |
J-drive: 2d6 + 5 ⇒ (1, 3) + 5 = 9
M-Drive: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Crispin Also Checks a few Systems; J-Drive, and M-Drive. All Systems Check out, as Tara Gives the Thumps up for Launch.
"Mr. Qadar, Take us into Orbit, and Clear of the Planet.. I want to take this time to Thank every for giving me a chance to make us all alot of Money!"
the Pilot check to take off is routine (+2), thats for a 10-60 sec Take off, if you wanna bumpthe time up to 1-6 Mins, you can get a +1DM, So give me a 2d6+edu+pilot +2(3)
Tara Lagner |
The Beam Vixen rumbles as it struggles to free itself from the Planet's Grasp. A few minutes later, she is victorious, Clearing the Spaceport and heading into the Open Sky. 30 more minutes pass, as the ship finally breaks the Atmosphere, and into Orbit. It is yet another hour before you are far enough away from the gravity of the planet to prepare for a Jump
”please plot us a course to Saki.”
Whomever is Playing Navigator, I need an Astrogation check, Using the Ships Computer, roll 2d6+edu/int +7(+4 form teh computer, -1 for distance, +4 for Easy) This will take 10-60 Mins
Tara Lagner |
Jdrive check
2d6 + 2 ⇒ (4, 1) + 2 = 7
Jumping..
2d6 + 2 ⇒ (6, 5) + 2 = 13
"Diverting Power.. Prepare to Jump in 3...2...1"
The lights dim to a minimun, all non-essental are turned off. You hear a Slow, Humming sound that start to get louder and louder untill you see a Flash, then the lights return to normal, all teh systems boot back up, and you are travelling along in Jump Space
Travel Time, in hours
6d6 + 148 ⇒ (3, 1, 3, 3, 6, 2) + 148 = 166
You will spend the 6.9 days in jump space, Feel free to Rp. Please let me know which Skills you are Training on the way, and what rank that current skill is/how much your total skills ad up to. Please only pick someting that is feasable while abord the ship, you cannot Exit the ship while in jumpspace