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OOC: [T20] High Law and Low Justice
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<blockquote data-quote="Maerdwyn" data-source="post: 2508533" data-attributes="member: 835"><p>Sorry to leave this hanging the last few days - things git suddenly hectic. Not bad things mind you, but one thing after another. </p><p></p><p>Gwydion arrives at the island any time, and is escorted into the house by one fo the lawyers, so Drz. can go ahead with that conversation beginning, unless he or anyone else has quesitons for me before that.</p><p></p><p>next ooc piece of business is deciding on a ship. I'm actually reducing the Jump Requirement of the ship to Jump 2, as the region of space you are heading too isn't quite as barren as I was thinking it was. That also opens up a lot of ship possibilities.</p><p></p><p>You have access (as a result of the last mission) to about MCr 5.6 in cash - the rest of the cost would need to be financed somehow, unless you could find a patron.</p><p></p><p>The following, at least, are available for purchase from the impound yard (if you want to seek out a backer to privide you a ship instead, let me know). If you you want to design your own ship, also feel free - these are just suggestions. If any are appealing let me know and I will give you more details on them.</p><p></p><p>An old, armed Patrol Cruiser</p><p>T Patrol Cruiser (TL12). 400 tons. Jump-3, 4-G. 25.8 tons cargo. Outfitted with very good sensors. 2 Triple laser turrets, 2 triple missile racks, 1 point defense laser, 1 sandcaster.</p><p>MCr 153.2</p><p></p><p>An old(armable, but not armed) Far Trader</p><p>Klastao-class Far Trader 200 tons. Jump-2, 2-G. 54.6 tons cargo</p><p>MCr 46.1</p><p></p><p>A newer, slightly armed, Far Trader</p><p>A2 Far Trader 200 tons. Jump-2, 2-G. 62.4 tons cargo</p><p>1 point defense laser turret, 1 double laser turret.</p><p>MCr 58.3</p><p></p><p>An ancient, battered merchant</p><p>Akossa-class Freighter, 850 tons, Jump 2, 1G, Armable for self defense only, 550 tons cargo</p><p>MCr 79.8</p><p></p><p>edit: gave some wrong info for the Akossa, sorry.</p><p></p><p>Several standard scout ships</p><p>S, 100 tons, Jump 2, 2-G, 20 tons cargo</p><p>MCr 34.2</p><p></p><p>A relatively new, but battered, armed frieghter</p><p>Jelnai-class, 800 T, Jump 2, 1G, 479 tons cargo.</p><p>2 sandcasters, 1 triple laser turret, 1 Point defense laser turret.</p><p>MCr 86.5</p><p></p><p>An old, armed merchant</p><p>Acipitor-class, 500 ton, Jump 2. 2-G, 283 tons cargo. 2 sand casters, 3 heavy lasers</p><p>MCr 73.2 </p><p></p><p>A well-used scout merchant (enhanced sensors, armed)</p><p>Polo Class, 400 ton, Jump 3, 1-G, 81 tons cargo, also includes a lab, and a collapsable fuel tank, allowing an additional 2-G jump without refueling if cargo hold is empty. </p><p>MCr 82.2</p></blockquote><p></p>
[QUOTE="Maerdwyn, post: 2508533, member: 835"] Sorry to leave this hanging the last few days - things git suddenly hectic. Not bad things mind you, but one thing after another. Gwydion arrives at the island any time, and is escorted into the house by one fo the lawyers, so Drz. can go ahead with that conversation beginning, unless he or anyone else has quesitons for me before that. next ooc piece of business is deciding on a ship. I'm actually reducing the Jump Requirement of the ship to Jump 2, as the region of space you are heading too isn't quite as barren as I was thinking it was. That also opens up a lot of ship possibilities. You have access (as a result of the last mission) to about MCr 5.6 in cash - the rest of the cost would need to be financed somehow, unless you could find a patron. The following, at least, are available for purchase from the impound yard (if you want to seek out a backer to privide you a ship instead, let me know). If you you want to design your own ship, also feel free - these are just suggestions. If any are appealing let me know and I will give you more details on them. An old, armed Patrol Cruiser T Patrol Cruiser (TL12). 400 tons. Jump-3, 4-G. 25.8 tons cargo. Outfitted with very good sensors. 2 Triple laser turrets, 2 triple missile racks, 1 point defense laser, 1 sandcaster. MCr 153.2 An old(armable, but not armed) Far Trader Klastao-class Far Trader 200 tons. Jump-2, 2-G. 54.6 tons cargo MCr 46.1 A newer, slightly armed, Far Trader A2 Far Trader 200 tons. Jump-2, 2-G. 62.4 tons cargo 1 point defense laser turret, 1 double laser turret. MCr 58.3 An ancient, battered merchant Akossa-class Freighter, 850 tons, Jump 2, 1G, Armable for self defense only, 550 tons cargo MCr 79.8 edit: gave some wrong info for the Akossa, sorry. Several standard scout ships S, 100 tons, Jump 2, 2-G, 20 tons cargo MCr 34.2 A relatively new, but battered, armed frieghter Jelnai-class, 800 T, Jump 2, 1G, 479 tons cargo. 2 sandcasters, 1 triple laser turret, 1 Point defense laser turret. MCr 86.5 An old, armed merchant Acipitor-class, 500 ton, Jump 2. 2-G, 283 tons cargo. 2 sand casters, 3 heavy lasers MCr 73.2 A well-used scout merchant (enhanced sensors, armed) Polo Class, 400 ton, Jump 3, 1-G, 81 tons cargo, also includes a lab, and a collapsable fuel tank, allowing an additional 2-G jump without refueling if cargo hold is empty. MCr 82.2 [/QUOTE]
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