PBEM turn 3.0

By Richard Johnson ·

TML message #1132From bundle 97

A lot has happened in the last (almost) 2 weeks:
Sorry it took so long, but it was worth it, I assure you.

You are a remarkably self-motivated crew.  Most of you are waiting
anxiously to get out of here (I don't blame you.)  Already you are
making important discoveries about R-alpha, just by developing answers
to your needs once you get there.

- ----------------------------------------------------------

After your initial training and orientation you are flown out to the
Alcyon.  The Alcyon is a large tetrahedron, now with two scouts and
a free trader attached.  A large column runs down the center of the
tetrahedron, with what is obviously an engine exhaust at one end,
and a bridge at the fourth apex.  Three smaller columns connect the
central spine to the three attached ships.

As you approach you notice that she is generally bronze colored,
with highly reflective "baloons" of fuel, now about 2/3 full and
beocming rigid, filling the remaining volume of the tetrahedron.

Over all the "flat" non-surfaces, there is a fine mesh --  the
lanthanum grid.  Two vacc-suit clad figures, and a safety shuttle
closely crawl accross the surface of the grid, inspecting it, as you
approach.

TUNSKAAD ALCYON CLASS JUMP TENDER
        CraftID:Jump Tender, Type TZ, TL16, MCr 765.636
        Hull:   2,700/6,750, Disp=3,000, Config=7USL, Armor=40G,
                Unloaded=11,681tons, Loaded=21,936tons
        Power:  11/23, Fusion=3,654MW, Duration=60
        Loco:   27/54, Manuever=0.5, 324/648, Jump=5 x 2, Agility=0
        Commo:  Radio=System x 2, Laser=System x 3, Meson=System
        Sensors:PassiveEMS=Interstellar x 3, ActiveEMS=FarOrbit x 2,
                Neutrino=1kW x 3, Densitometer=HiPen/25km x 2,
                ActObjScan=Routine, ActObjPin=Routine, PasObjScan=Routine,
                PasObjPin=Routine, PasEngScan=Simple, PasEngPin=Routine
        Off:    BLasers=x05, Batt=1, Bear=1
        Def:    DefDM=+6, SCasters=xx5, Batt=1, Bear=1
        Control:Computer=6fibx3, Panel=Holodynamic link x 574,
                Special=HoloHUD x 8, Environ= basic env & inertial for whole
                volume except jumpfuel. basic ls, extended ls, grav plates for
        Accomm: Crew=4 x 3 (Bridge=4, Engineering=6, Gunnery=1, Command=1,
                Medic=1), Staterooms=20, Subcraft=Fittings for three riders
                of up to 200tonnes each
        Other:  Cargo=454kl, Fuel=26,800kl, PurificationPlant=53h (enough for 1
                jump 5 after 24h, ObjSize=Large, EMLevel=Moderate
                Special=The bridge, engineering, cargo and powerplant-fuel
                sections can be disconnected and has then Jump 4 and 2.5G


		The option of using the riders for extra acceleration is
		largely useless. Even if they were three scouts (the best
		config) they would only give an 0.25G addition!   There are
		attachment points for solid-fuel chemical boosters, for JATO.

		The powerplant fuel is about twice what is needed for the
		usual 30days endurance and it can be used to fuel the jumpdrive
		in an escape attempt.

		If the big fuel bladders are used as drop-tanks the central
		parts can reach jump6 easily.


- -----------------------------------------------------

You board the Alcyon and family.  A few people from your crew are
already here.  Some engineers are going over the entire grid, piece
by piece.  Captain Ger is getting a sore ear from talking on the
radio so much.

Generalists are dispatched to oversee installation of cargo, the medical
team sets to examining everyone and verifying condition of medical
stores and equipment, the security team checks in weapons, and the scientists
are scambling to answer questions from the other groups.

Tursnkaad brings out three shuttlecraft and a defense fighter and
installs them, one each, in each of the cargo bays.  {ref note:
some of you might still be worrirng about what's aboard -- I haven't
(quite) dissaproved anything yet, so don't worry about it.}

As you stow your gear your mind recalls the sights of smells of so
many previous launchings: the crates filling the passageways as well
as the cargo holds, the fresh antiseptic smell, the near-smell of
the new and unkown, the rumblings of the power plant coming on line,
the annoyng, incessant, chirp of communicators being tested, and the
hushed awe of watching ground slip away.

- --------------------------------------------------------

When everyone and everything is aboard, tugs hook on to the Alcyon
and slowly pull you away from the ecliptic plane and out of the
asteroids.  As your view clears you notice three more tugs, each
bringing a strap-on booster rocket.

The tugs depart, the rockets are attached and wired, and the
remaining tugs arc gracefully away.  Those in position notice that
at the Turnskaad base, all lights go out, then on, three times.
Communications receives the message: "Good luck intrepid
adventurers.  Come back with your shield."

You feel the shudders and hear the groans of the structure only
microseconds before the automatic polarizers dim your viewports from
the glare of the rockets.  Even with assistance, your initial
progress is agonizingly slow (about 1.5 G).  The sky jet black
forward, fiery red behind, you depart for your rendezvous with jump
space now only hours away.

- -----------------------------------------
{ref note:  I'm not discussing what you do at your posts - you know
that better than I do :-)}

Have a good trip.


- --
Richard Johnson        Usual Disclaimers      Qui custodii ipso custodes?
- --------------------------------- (30) ----------------------------------
[email removed]                        The next time someone asks you for
[email removed]                         a lift, take her (or him) flying!