Mustered Out on Mertactor

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Arrival at Grote

After a seemingly endless week in jump, with breakfast and lunch consisting of just protein mulches and not enough alcohol to give any of the crew members much of a buzz, Unguin’s Princess finally arrives in the Grote system. The party members are finally back in the Imperium after being away for more than 10 months.

The long journey isn’t quite over yet though. Because Grote highport is orbiting a moon in orbit around a gas giant, the ship has to jump into the system a fair distance away, meaning that there is another 14 hour journey from jump to the port.

Eventually though, the long journey from Talchek is finally over as Will is given a flight path to one of the vacant docks. There are 16 other ships in port currently, most of them the conical-shaped 300-ton traders that are the traditional ships of the Groteans.

Compared to all of the boarding and stringent security checks while they were in District 268, there are few formalities needed to enter Grote highport – just a cursory glance at everyone’s passports and cargo manifest.

“It’s 8pm – perfect time for a pint,” says Max.

He doesn’t have to ask the others twice as to whether they want to join him. It’s not hard to find a bar on the highport as the first one they come across is just 200m from their dock, and so they head straight for Murphy’s Bar.

The bar is pretty crowded at this time of the evening, with most of the customers Groteans who are drinking heavily and some are dancing while one of them plays the fiddle.

“So here’s to being back in the Imperium,” Max says with a foaming pint in hand.

These Grotes really know how to throw a party. Every ship that pulls into port discharges excitement starved travelers who have heard of the famous (infamous?) reputation of this gypsy moon. The crew of Unguins Princess is no exception, ready to catch up on the lack of serious drinking during the almost dry journey from Talchek and to, once again, celebrate the fact that they are still alive.

There is no artificial lighting in Murphy’s Bar. Huge sections of the cylindrical wall/floor/ceiling are Glassteel and the reflected orange glare from the small gas giant dimly illuminates the party-goers. Gravity is simulated by its constant rotation which can fool a person into thinking that the entire universe is revolving around this bar.

Max, Autumn and Will are on the dance floor shaking to the newest music from Coreward. Will has drawn a nice sized circle of young hot groupies because he had just busted out some signature moves that were invented on the spot out of desperation. Moves like the Research Book Boogie and the Planetology Surveyor Swing and, of course, the I’m Not A Zhodani Spy…Really! Shuffle.

Jie is in a darkened corner sucking on the face of a young lad in a Grotian Spacer’s uniform. As she releases his face long enough to swig down another gulp of vodka from a bottle, he looks around in a daze trying to catch his breath. She takes a little time to admire how his long pony tail hair and gold hoop ear ring catch the cascading orange glow, than she pounces on him again like a lip hungry carnivore.

Taeva and Arvor are at opposite sides of the main room, each with a perfect view of all the exits and everyone in between. They remain in the shadows revealing little of themselves as they think about the future. A more matched pair of paranoid strategists there never was.

Grim knows the repairs will take a sober mind and a firm hand so he (egads!) has refrained from drinking too much. His social nature however, draws the attention of another traveler and they begin to talk. This stranger explains in a Reginaesque accent that he is soon to depart in his yacht and head for parts unknown. He has traveled the space lanes for quite a while, sometimes as a Temporary Acting Interim Brevet Commodore (ret.) and sometimes as a personal legal consultant (and part-time bodyguard). The two begin to banter about stories of their past, Grim tells of his engraved weapon and passes it to the handsome stranger to inspect. In turn the dark eyed man tells Grim of ‘Thumper’ his first snub nosed revolver. Grim holds the small yet deadly gun in both hands. He relays (somewhat sadly) that the Princess has crew guns but not like this. They are more…spry.

Murphy’s Bar never closes, but sometimes people leave. The well dressed man stands, bows, then turns to go. Grim, for all their talking, never caught the man’s name. He asks.

“Just call me Dev," he replies.

The partying lasts well into the small hours when Taeva and Arvor both recommend that it is time to get back to the ship.

“But the place is still packed!” moans Max.

Taeva gives him a stern look which Max knows better than to argue with and so he reluctantly joins the others as they stagger back to the ship.

Comments

These Grotes really know how to throw a party. Every ship that pulls into port discharges excitement starved travelers who have heard of the famous (infamous?) reputation of this gypsy moon. The crew of Unguins Princess is no exception. One of the first things they have to do is repair their ship from the most recent damage. But before that can happen they all decide to spend just an hour (or two) at a local pub called Murphy’s Bar to once again celebrate the fact that they are still alive. There is no artificial lighting in here. Huge sections of the cylindrical Wall/Floor/Ceiling are Glassteel and the reflected orange glare from the small gas giant dimly illuminates the partyers. Gravity is simulated by its constant rotation which can fool a person into thinking that the entire universe is revolving around this bar.

Max, Autumn and Will are on the dance floor spazdacly shaking to the newest music from Coreward. Will has drawn a nice sized circle of young hot groupies because he had just busted out some signature moves that were invented on the spot out of desperation. Moves like the Research Book Boogie and the Planetology Surveyor Swing and of course the I’m Not A Zhodani Spy…Really! Shuffle. Jie is in a darkened corner sucking on the face of a young lad in a Grotian Spacers uniform. As she releases his face long enough to swig down another gulp of vodka from a bottle, he looks around in a daze trying to catch his breath. She takes a little time to admire how his long pony tail hair and gold hoop ear ring catch the cascading orange glow, than she pounces on him again like a lip hungry carnivore. Taeva and Arvor are at opposite sides of the main room, each with a perfect view of all the exits and everyone in between. They stay to the shadows revealing little of themselves as they think about the future. A more matched pair of paranoid strategists there never was.

Grim Knows the repairs will take a sober mind and a firm hand so he (E-Gads!) has refrained from drinking too much. His social nature however, draws the attention of another traveler and they begin to talk. This stranger explains in a Regina-esk accent that he is soon to depart in his yacht and head for parts unknown. He has traveled the space lanes for quite a while, sometimes as a Temporary Acting Interim Brevet Commodore (ret.) and sometimes as a personal legal consultant (and part-time bodyguard). The two begin to banter about stories of their past, Grim tells of his engraved weapon and passes it to the handsome stranger to inspect. In turn the dark eyed man tells Grim of “Thumper” his first snub nosed revolver. Grim holds the small yet deadly gun in both hands. He relays (somewhat sadly) that the Princess has crew guns but not like this. They are more…spry.

Murphy’s Bar never closes, but sometimes people leave. The tall man stands, bows then turns to go. Grim, for all their talking, never caught the man’s name. He asks.

“Just call me Dev

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{Grim hands over a list to Max} “Here’s the list from Engineering and Damage Control sections that Taeva and I made up. We’ll need 3 to 5 tons of spares if we’re gonna keep gettin’ in fights out in the big cold empty. Taeva and I would also like to get a couple of repair bots, Spiderbots they’re called. They’ll each need to have a Mech 1 program resident and we’ll slave them to my engineering datapad for more intricate repairs. If possible, we thought a Prowlerbot to patrol the cargo hold would be a good idea too. Taeva? You wanted some Fast Drug and an Anti Personnel Energy Scanner? Also Max, if you can find one, a Probe Drone would be useful. And, by all means sell the spare Engine and fighter parts here, unless you want to keep it as a permanent backup? That’ll take up cargo space though…” says Grim.

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ROFL @ Russ!

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Can we get a grav/APC here – lightly armoured, seat 6 + cargo?

Also – Grim can help me refit our weapons turrets, replacing the missile launchers with the beam laser mounts we have on hand – so we have BBS in each turret, instead of BMS.

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@Russ: LOL
@Nick: drug list coming but probably not until tomorrow.
Jay

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@Dom, good idea, forgot we were replacing those missile launchers with the spare beams. Then we can sell the missile launchers. 2nd the 6 seater Grav sled, though as I said before, it won’t fit in the current A/R slot, so we’ll have to give up 6 or 7 dtons cargo space for it…depending on how much of an “APC” it is, it’ll be more or less expensive- how much do we want to spend?

Grim/Ian

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I think the new vehicle supplement has what we want, and it is smaller (yes, according to the book, smaller) tonnage space requirement than an air/raft (could be a typical Mongoose error, but that’s what it says). I can’t remember the name or page but it should be obvious. I’ll post the details later today unless someone finds it first.

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Although extended life support would be a good upgrade for anyone who hasn’t got them, the Vacc Suit capital of the Spinward Marches is in fact Glisten, so it might be worth holding off till then. Taeva for one will then be looking at a tradein for a better model.

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The civilian vehicle guide has (p.58) two versions of closed Grav cars that seat 4, but they are the same size as an Air/Raft (8 cubic meteres). Reading further, the guide says that every 10 m3 should equal 1 dton in a starship. This makes no sense as the Core Book says an Air/Raft takes up 4 dtons and under these new rules it would take up 1 dton? Anyway, as usual with Mongoose, Nick will have to decide ;-)

In my opinion though, if we stick with the basic rules and say an open topped 4 person Air/Raft takes 4 dtons, then an enclosed 6 person Grav car would take up 5-6, with an APC version (due to sloping armor, etc) taking up 6-7 dtons? Heck, the basic rules have an ATV (civilian) taking up 10 dtons…Go figure.

Grim/Ian

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This time it is not mongoose’ fault. The base air/raft has always been way out to lunch in terms of size. Even back in the day, (using striker rules supplement) one could build a custom enclosed armoured 8 seater that took up 4 starship tons and outperformed the air/raft – for about 10% more money.

My mini-van is about 16m^3, holds 7 seated. That is barely over 1 dton.

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Can someone tell me where to find the details of the spiderbots and prowlerbots?

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Aren’t really details in CSC, just prices and general descriptions on p.180-181. I assume Robot (book 9) would have the details?

Ian

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OK, I found them (assuming that spiderbots are the ones called repair robots).

Book 8 doesn’t list details of particular robots. I guess you have to make the stats up yourself using the instructions (which seems quite a lot of hard work).

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Let’s just assume they are simple Comp/1 AIs, 10k ea for the bots plus 1k ea for the Mech 1 program(mes). The effect would be twofold to having them- in Damage Control situations they’d give us another couple of rolls at 2d6 + 1 for Average repairs (no higher, say simple things like small hull breaches or a single Sensor hit, etc), and in port they’d free up Taeva and Grim for a bit more carousing? ;)

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youngerpliny

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