002 Jenghe/Regina (1810) C799663–9 [056/1085]

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Eris
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Re: 002 Jenghe/Regina (1810) C799663–9 [065/1085]

#181 Post by Eris »

NOTE the date is 065/1085, not the date in the original thread title, that was off.

After a night of sleep, deep, dream, nightmare, and vision free everyone awakens with a bit of a hangover headache, but a quick dose of Hang Out, Doctor Assured Hangover Eraser ensures everyone is feeling ready to face the day.

Breakfast has to be a quick thing as you are expecting to be busy all morning with cargo and freight deliveries and even before you can down the second cup of caffe your comms start going off with notices of lorries arriving.
 
BTW, while at Breakfast, Zaki has the comm tuned to a Jenghe entertainment/news station. You overhear a report of a big brawl at that Starport Dive you didn't visit after the play. It seems some of the Race crews were trying to lord it over some freighter crews and they took exception...words where exchanged, then so were punches, and by the time it spilled out into the street Starport Security was breaking it up.
 
OOC: Who is handling the acceptance, loading and securing of freight? Anyone working security?

While the hold is being loaded, Doug is taking on fuel, double checking that all needed supplies are aboard, and detatching the ship from shore power after getting The Second Chance's power plant running stably providing power to the ship's systems. Next on his agenda is to work through the liftoff and flight checklist with someone on the Bridge.

OOC: Assistance for Doug and/or security on this aspect?

On the Bridge, Flighty, or Donovan depending on who is playing Captain today :), is locking in the ship's lift slot for the afternoon and getting a flight corridor out to jump diameter. Jenghe Port Authority is wanting The Second Chance's next destination for their records. This is not a new thing, but not practiced as much away from "civilization." This clearly indicates you are now in the Imperium's Cover Zone, so to speak, and records are going to be "tracking" your ship as you move through the systems, at least, close to Regina. The working Bridge Officer also needs to go through the checklist with Doug as they double check all the flight control and life support systems.

So, as the lorries begin to arrive outside the side cargo hole and the fuel truck pulls up at the rear of the ship. Where is everyone and what are you doing?
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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Re: 002 Jenghe/Regina (1810) C799663–9 [065/1085]

#182 Post by joertexas »

Eris wrote: Tue May 13, 2025 9:04 pm NOTE the date is 065/1085, not the date in the original thread title, that was off.

So, as the lorries begin to arrive outside the side cargo hole and the fuel truck pulls up at the rear of the ship. Where is everyone and what are you doing?
Zaki is shuttling between the cargo bay, the common area/galley, and the staterooms on both decks as she provisions the ship and ensures that everything is ready for departure.
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Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]

#183 Post by ateno »

Karcsi will do security and triple checks.

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Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]

#184 Post by Tiglath »

Sigrún works security with Karcsi as a "contact and cover" pair in the cargo hold. She suggests they can also cover the fuelling operation if there's a break in the flow of cargo arrivals but if not this can be monitored from the bridge via our external monitors (and inspected afterwards for further "parasite" transmitters).

She is fully armed and armoured with one of our light armour suits (plus plate carrier), her various sidearms and a rifle (for cover) and axe (for contact) duties.
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]

#185 Post by terrymixon »

Flighty will let Donavan handle the cargo while he runs the flight deck. He'll report their next port of call as Regina.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
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Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]

#186 Post by trawets »

Doug goes about getting the ship ready to depart and completes the departure checklist with Flighty.
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Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]

#187 Post by helvorn »

Donovan will work cargo and loading.
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Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]

#188 Post by Eris »

Everything goes smoothly, surprisingly so, think some of you, but the cargo and freight are loaded and secured, the ship is fueled, supplied and powers up without a problem.

A close inspection of the hull, inside and out, is made and no stowaways or any kind are found.

With a "Good Journey!" from the Traffic Tower the ship lifts and heads out for the jump point.

When Flighty was making the arrangements he noted that your ship is one of four ships all leaving at roughly the same time and all flying out to the same jump point. The other three ships are a 800 ton Fat Merchant, a 200 ton Free Trader, and a 1,500 ton LSP heavy transport. All three are listed as jumping for Regina and as all four of you are jumping out within 30 minutes of each other you should also be arriving at roughly the same time.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]

#189 Post by terrymixon »

Eris wrote: Wed May 14, 2025 5:52 am Everything goes smoothly, surprisingly so, think some of you, but the cargo and freight are loaded and secured, the ship is fueled, supplied and powers up without a problem.

A close inspection of the hull, inside and out, is made and no stowaways or any kind are found.

With a "Good Journey!" from the Traffic Tower the ship lifts and heads out for the jump point.

When Flighty was making the arrangements he noted that your ship is one of four ships all leaving at roughly the same time and all flying out to the same jump point. The other three ships are a 800 ton Fat Merchant, a 200 ton Free Trader, and a 1,500 ton LSP heavy transport. All three are listed as jumping for Regina and as all four of you are jumping out within 30 minutes of each other you should also be arriving at roughly the same time.
Are we mandated to use the jump point? The plan was to not be where they expected us to be and make anyone wanting to harm us reveal themselves. If that’s not allowed, that would have been good to know during the planning, brief though it was, and we’ll need a new plan. ;)
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
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Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]

#190 Post by Eris »

terrymixon wrote: Wed May 14, 2025 2:32 pm
Eris wrote: Wed May 14, 2025 5:52 am Everything goes smoothly, surprisingly so, think some of you, but the cargo and freight are loaded and secured, the ship is fueled, supplied and powers up without a problem.

A close inspection of the hull, inside and out, is made and no stowaways or any kind are found.

With a "Good Journey!" from the Traffic Tower the ship lifts and heads out for the jump point.

When Flighty was making the arrangements he noted that your ship is one of four ships all leaving at roughly the same time and all flying out to the same jump point. The other three ships are a 800 ton Fat Merchant, a 200 ton Free Trader, and a 1,500 ton LSP heavy transport. All three are listed as jumping for Regina and as all four of you are jumping out within 30 minutes of each other you should also be arriving at roughly the same time.
Are we mandated to use the jump point? The plan was to not be where they expected us to be and make anyone wanting to harm us reveal themselves. If that’s not allowed, that would have been good to know during the planning, brief though it was, and we’ll need a new plan. ;)
Nope, using the jump point isn't required. You can deviate from the flight path given you once your away from the planet and as long as your new vector doesn't put you in the flight path of another ship. You just want to make sure you're 100d+ out before you jump to avoid the risk of a mis-jump. Tell me what you want to do.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]

#191 Post by joertexas »

Eris wrote: Wed May 14, 2025 6:39 pmNope, using the jump point isn't required. You can deviate from the flight path given you once your away from the planet and as long as your new vector doesn't put you in the flight path of another ship. You just want to make sure you're 100d+ out before you jump to avoid the risk of a mis-jump. Tell me what you want to do.
It's a good way to piss off the controllers, too ;)
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In the Marches
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Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]

#192 Post by terrymixon »

joertexas wrote: Wed May 14, 2025 6:41 pm
Eris wrote: Wed May 14, 2025 6:39 pmNope, using the jump point isn't required. You can deviate from the flight path given you once your away from the planet and as long as your new vector doesn't put you in the flight path of another ship. You just want to make sure you're 100d+ out before you jump to avoid the risk of a mis-jump. Tell me what you want to do.
It's a good way to piss off the controllers, too ;)
The tower never likes the flybys. ;)
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
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Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]

#193 Post by terrymixon »

Eris wrote: Wed May 14, 2025 6:39 pm
terrymixon wrote: Wed May 14, 2025 2:32 pm
Eris wrote: Wed May 14, 2025 5:52 am Everything goes smoothly, surprisingly so, think some of you, but the cargo and freight are loaded and secured, the ship is fueled, supplied and powers up without a problem.

A close inspection of the hull, inside and out, is made and no stowaways or any kind are found.

With a "Good Journey!" from the Traffic Tower the ship lifts and heads out for the jump point.

When Flighty was making the arrangements he noted that your ship is one of four ships all leaving at roughly the same time and all flying out to the same jump point. The other three ships are a 800 ton Fat Merchant, a 200 ton Free Trader, and a 1,500 ton LSP heavy transport. All three are listed as jumping for Regina and as all four of you are jumping out within 30 minutes of each other you should also be arriving at roughly the same time.
Are we mandated to use the jump point? The plan was to not be where they expected us to be and make anyone wanting to harm us reveal themselves. If that’s not allowed, that would have been good to know during the planning, brief though it was, and we’ll need a new plan. ;)
Nope, using the jump point isn't required. You can deviate from the flight path given you once your away from the planet and as long as your new vector doesn't put you in the flight path of another ship. You just want to make sure you're 100d+ out before you jump to avoid the risk of a mis-jump. Tell me what you want to do.
Then Flighty will lift as scheduled and then go south of the plane of the ecliptic. The goal is to make it impossible for anyone to attempt an intercept without them piling on the acceleration and being blatantly obvious about it.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
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Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]

#194 Post by Tiglath »

Sigrún switches to her vacc suit. She sits with her ACR locked in place loaded with two mags taped end to end. She's loaded for bear now. Spare rifle mags carried at her waist together with a boarding pistol (sawn off), axe in its scabbard on her back and her sidearms holstered. The front of her plate carrier might be a better place to stow mags but she hasn't used that space so all of the plain cover is visible from the front.
terrymixon wrote: Wed May 14, 2025 7:12 pm
joertexas wrote: Wed May 14, 2025 6:41 pm
Eris wrote: Wed May 14, 2025 6:39 pmNope, using the jump point isn't required. You can deviate from the flight path given you once your away from the planet and as long as your new vector doesn't put you in the flight path of another ship. You just want to make sure you're 100d+ out before you jump to avoid the risk of a mis-jump. Tell me what you want to do.
It's a good way to piss off the controllers, too ;)
The tower never likes the flybys. ;)
Mustang, this is Maverick, requesting fly-by.

Negative, Ghost Rider. The Pattern is full.


;)
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Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
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Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]

#195 Post by joertexas »

terrymixon wrote: Wed May 14, 2025 7:12 pmThe tower never likes the flybys. ;)
I loved them :D :D
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Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]

#196 Post by Tiglath »

joertexas wrote: Wed May 14, 2025 8:10 pm
terrymixon wrote: Wed May 14, 2025 7:12 pmThe tower never likes the flybys. ;)
I loved them :D :D
So did my school mate.

He adjusted his RAF career path from fast jets to multi engine transports with just one flyby!
Player: Jonathan/Tiglath
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Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]

#197 Post by joertexas »

Tiglath wrote: Wed May 14, 2025 8:52 pm
joertexas wrote: Wed May 14, 2025 8:10 pm
terrymixon wrote: Wed May 14, 2025 7:12 pmThe tower never likes the flybys. ;)
I loved them :D :D
So did my school mate.

He adjusted his RAF career path from fast jets to multi engine transports with just one flyby!
:lol:
Joe Roberts (JR)
District 268
Prerna Nayar, 7C8A97
Slug Rifle- 3, Medicine-2, Tactics-2, Zero-G-2, Streetwise- 2

In the Marches
Zaki Shursiia, 486B97
Admin-1, Air/Raft-1, Computer-1, Gambling-1, Medic-2, Rifle-1, SMG-1, Streetwise-1.

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Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]

#198 Post by Eris »

Only a few seconds pass after Flighty alters course to take the ship south of the elliptic and away from what appears to be a standard course Flight Control sends departing ships along, Donovan picks up a squawk over the comm. A radio signal is being tightbeamed at your ship. Both Flighty and Sigrun see the same data pop up on their sensor boards.

The tightbeam is on the same frequency you noted several weeks ago after finding and disabled the "black box" buried inside the hardware that controls the ship's flight control systems. You've been monitoring that frequency ever since, but this is the first time since the attempted ambush way back then that you've seen it used. The dummy interface you installed reports that the ship's maneuver drive is being ordered to do a hard shutdown.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]

#199 Post by terrymixon »

Eris wrote: Fri May 16, 2025 6:18 pm Only a few seconds pass after Flighty alters course to take the ship south of the elliptic and away from what appears to be a standard course Flight Control sends departing ships along, Donovan picks up a squawk over the comm. A radio signal is being tightbeamed at your ship. Both Flighty and Sigrun see the same data pop up on their sensor boards.

The tightbeam is on the same frequency you noted several weeks ago after finding and disabled the "black box" buried inside the hardware that controls the ship's flight control systems. You've been monitoring that frequency ever since, but this is the first time since the attempted ambush way back then that you've seen it used. The dummy interface you installed reports that the ship's maneuver drive is being ordered to do a hard shutdown.
Flighty will stop the thrust for a bit and backtrack the signal. "Looks like someone knows exactly who we are. I'm isolating their location, and we'll boost hard once I know where they are coming from."
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
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Re: 002 Jenghe/Regina (1810) C799663–9 [056/1085]

#200 Post by Eris »

terrymixon wrote: Fri May 16, 2025 7:04 pm
Eris wrote: Fri May 16, 2025 6:18 pm Only a few seconds pass after Flighty alters course to take the ship south of the elliptic and away from what appears to be a standard course Flight Control sends departing ships along, Donovan picks up a squawk over the comm. A radio signal is being tightbeamed at your ship. Both Flighty and Sigrun see the same data pop up on their sensor boards.

The tightbeam is on the same frequency you noted several weeks ago after finding and disabled the "black box" buried inside the hardware that controls the ship's flight control systems. You've been monitoring that frequency ever since, but this is the first time since the attempted ambush way back then that you've seen it used. The dummy interface you installed reports that the ship's maneuver drive is being ordered to do a hard shutdown.
Flighty will stop the thrust for a bit and backtrack the signal. "Looks like someone knows exactly who we are. I'm isolating their location, and we'll boost hard once I know where they are coming from."
A broadcast comes in from one of the three ships that boosted out shortly before you. It is from the 200 ton ship and the message is, "Hey! Is anyone else getting pinged with a tight beam? It's sending some sort of data, control codes, we think, but it doesn't make any sense. It appears to be coming from...<and a vector is given>...but no ships or planets are showing up along that vector."

Using the other ship's report, and assuming it's from the same source as the tight beam transmitting at you, you attempt to triangulate the location of the signal's origin. You get a location. The signal's origin is just beyond the Jump Point about 1% north of the elliptic.

Thirty seconds pass and then screens light up with active pings! A ship lights its maneuver drive at the location you derived and starts boosting at 2 g toward you.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun
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