High Law and Low Justice, Part 5

"Chill, Gavin, not a word. Although I really would like to go have a beer, but maybe we'll wait untill we get back from this trip, a'right?"

He slaps him on the shoulder.

"No worries, mate, I won't piss in your pool. I'm happy for ya."
 

log in or register to remove this ad


Gavigan nods, "All right. Good," he says with relief as he guides Gwydion back inside the office. Addressing everyone, he says, "Now, does anything here appeal? I must warn you that a few of these ships have somewhat colorful pasts - If that is of concern, I can steer you away from those vessels." He is smiling, and, with a wave, has his secretary produce very well made Dukhian tea for any who desire it.
 

Ktarle takes the tea when offered, but defers to the better judgment of the others as to which ships would be most appropriate.
 

Ruzz'koff looks around the deserted highport, "If they keep the port locked down much longer, then they'll be a lot more impounded ships." Despite this gloomy prognosis there is a slight spring in his step from the moment they boarded the shuttle. Apparently he is up for it and eager to be in a space craft again - even if it is only an orbital shuttle and he himself is only a passanger.

He flicks through the breifs as Gwydion and Gavigan Tukera exit to deal with their personel issues, "One of the Tukera clan, barely old enough to shave and already an assistant Port Director. 10 to 1 the previous occupant of this office has incurred the Emperor's rather personal disppleasure. Looks the place is filling up with his own people rather than the Archduke's." As the two of them return he breaks off and goes back to studying the briefs.
 

Maerdwyn said:
"Now, does anything here appeal? I must warn you that a few of these ships have somewhat colorful pasts - If that is of concern, I can steer you away from those vessels."

Ruzz'koff takes the proffered tea and goes back to looking at the data, "How colourful are we talking here exactly? The good sort of, or the previously belonging to pirates and outlaws and likely to get a whole load of attention from customs and SDBs until we prove we aren't the last owners type?"

"We will be heading down into Diamond Prince and Outworld subsectors, mostly doing trading or scouting for trading outside Imperial borders, though we'd like to be prepared for almost anything. We don't need a big ship, but we do need one large enough to carry a worthwhile payload, small enough to be crewed by ourselves and a few hirelings. Legs would be useful, and so would teeth - this isn't the most secure area after all."


"Patrol Cruiser - for merc work fine. Otherwise not a paying proposition," he discards the data sheet.

"Two Far Traders - they work, but will need some outfitting," he puts those on the POSSIBLE pile.

"Akossa and Jelnai class Freighters - will haul boxes like you wouldn't believe, but I understand that trade is rather depressed in the region and while it might be efficient if it's full, that still means we have to find the cargo to fill it," he places them underneath the two far traders


"Scout ships are too small," he puts them on the rejects pile.

"The Aciptor and Polo class look interesting, though the Polo class might be lacking in cargo space."

"I think we should give these two a look over first. Need to check crew requirements, also what can be done to further outfit whatever ship we get to our own particular requirements. I'm thinking fuel scoops and processors for wilderness refulling, I'd prefer to have a missle rack, mayhaps a slightly larger reactor <just in case>, Ktarle will want a very nice sickbay and med lab and you can always use better sensors."
 

Ktarle smiles at Ruzz'koff, more than glad that he is along and she doesn't have to make any decisions. "I agree with him," she says. "Let's take a look."
 

"Mmmh, I wouldn't discount the Jelnai that soon, we will have to have a look. Especially if we go to low tech planets, thy might only have stuff that takes up a lot of space, and we might wanna fill the cargo bay before we leave so we've got plenty goods of our own to trade with.
Unless we want to go scouting and bring back samples, in wich case the Polo looks sweet. Or maybe that's just my training speaking, offcourse." Gwydion interjects.

"But I guess we'll be looking at the insides of a lot of ships before we decide."
 

"Sure the Polo has good sensors, but it's M-Drives and cargo are nothing to get excited about and while it can do 5 parsecs withoput refueling you aren't taking any cargo with you. The larger vessals will have plenty of room for customising though if we need it. I'm just worried about crew requirements and operating costs."
 

Mr. Tukera accompanies you on the shuttle out to the Acipiter-class merchant, which is currently dubbed "Lucky Credit". Gavigan is quick to point out that if you were to purchase the ship, you could, of course change that inauspicious name. This ship, which has a generally cylindrical hull, looks to be in excellent shape externally, almost certainly the result of restorations here at the starport. A fuel scoop is visible in the hull's underside. The shuttle docks with the Lucky Credit, and Gavigan says, "Feel free to look around - I would be happy to answer any questions, or I can put you in contact with the one of the lead mechanics in the port if you have any questions of a technical nature."

******************

Looking around inside the vessel, you see that it must have had some non standard uses. The medbay, for example, is large, but sparsely equiped. It also appears, from Trelene's best guess, to have been heavily sound proofed. There are a full twenty staterooms, two of which are luxury class. On the defense side of things, while the weapons are currently limited to heavy lasers and sandcasters, those interested in such things are surprised to see that the ship has basic stealth and cloaking capabilities. The engineering deck contains the manuever drives, jump drive, life support, and a fuel processor. Ruzz'koff estimates that fully crewed, the Lucky Credit would employ twelve: 1 command, 1 Pilot, 1 Astrogator, 2 Engineers, 4 turret gunners, 2 stewards, 1 medic. A skeleton crew would be as few as six, with no stewards or gunners, witht the astrogator, medic, or an engineer taking the turrets as needed.
 

Remove ads

Top