Dust Runner Bridge.   Posted by StarMaster.Group: 0
Rickie Rhinorack
 player, 37 posts
 Medical Pilot
Fri 29 Jun 2018
at 18:33
On the Alien Ship
Rickie is still in the area of the cold sleep berths. He will wait for everyone to come through, give them a brief medical checkup (could have chance of finding something here by dice roll) and make physical observations of the alien's bodies in the berths, which will be noted.
Ignatius Maor
 Player, 174 posts
 Retired Imperial Scout
Sat 30 Jun 2018
at 01:07
On the Alien Ship
IM makes himself useful helping set up the computers and move the bodies.

After all that has be done he will return to the Dust Runner's bridge and spend some time scanning the surrounding space for any signs the are being watched or another ship has jumped in.


20:06, Today: Ignatius Maor rolled 7 using 2d6+3 with rolls of 3,1.  Sensors.
Dr. Hans Bomar
 player, 81 posts
 Scientist
 UPP 666CC9
Mon 2 Jul 2018
at 22:54
On the Alien Ship
Hans takes a break from analyzing the data from the computers and heads outside to firm up tie down points and hook up tow cables to the alien ship and the Dust Runner so we can tow the ship off the asteroid.  Once it is clear he queries the others:  "It seems like opinion is running towards taking the ship to Regina to sell.  Anybody against taking the ship to Regina to sell?"
Steve Cable
 NPC in Memoriam, 361 posts
 ex-Scout
 Salvage Hunter
Sat 7 Jul 2018
at 04:38
On the Alien Ship
"Nope. Sounds like a good idea to me," Steve says over the comm net.

"That's a few weeks away, though, so maybe we'll find something in the ship that will change our minds. If we sell it to the government... if we're allowed to sell it to the government, it'll probably get shipped directly to Earth."

"Base on all those compartments filled with doohickeys and stuff, there's probably something good in there. If it's super-good, we might need to be concerned about how it will change the universe as we know it."

Gahler Grohlson
 Player, 301 posts
 Merchant
 797997
Sat 7 Jul 2018
at 04:47
On the Alien Ship
"I, too, concur with that assessment and course of action," Gahler adds, "but I also agree with Steve. I'm uncomfortable with giving up secrets that we don't yet know what they are."
Dr. Hans Bomar
 player, 82 posts
 Scientist
 UPP 666CC9
Sat 7 Jul 2018
at 13:44
On the Alien Ship
"It will take 8 weeks to get to Regina.  The real decision point will be at 7 weeks before we jump to Regina.  At that point we will be in deep space between the stars.  If by then we have discovered something that would say to not sell it, we can leave it floating in space with only us knowing where it is.  7 weeks will give us plenty of time to investigate things on the ship.  If we can't find anything by then, it will take intensive investigation over years to find anything more.

So let's get this journey underway."

Hans will double check the cables and tie downs and then signal for the Dust Runner to tow the alien off the asteroid and into Jump.
Kraig Pars
 Player, 502 posts
 Former Merchant
 696B73
Sun 8 Jul 2018
at 21:24
On the Alien Ship
Kraig nodded in agreement.  "I think that going to Regina and selling to the Imperial government is our only real option.  We'd probably have it seized from us otherwise.  We should use the 8 week travel time to continue studying the various artifacts."
Arc Tangent
 Player, 59 posts
Wed 11 Jul 2018
at 21:59
On the Alien Ship
"I guess it depends on how paranoid we are," Arc comments.

"By the way, did we determine that it has a lanthanum grid on it? Cause, while I'm not an expert on space engineering, the jump field has to surround both ships, doesn't it? I don't think that'll happen if we tow it."

"We've got to piggy-back it. Even then, can Roland extend the field that far? Does the Dust Runner even have that kind of cargo capacity?"

"As for what we find... dark energy... drive or power? Or both? If we sell it to a corporation... the right corporation, of course... I'm sure they'll know how to keep it away from the government. If there's something that will benefit everyone, the government will hide it and bury it for 100 years. A corporation may make money from it, but at least it'll benefit everyone."

Ignatius Maor
 Player, 175 posts
 Retired Imperial Scout
Thu 12 Jul 2018
at 13:38
On the Alien Ship
IM "Well I'm paranoid. Considering what's happened so far this year, I'd say it's a healthy attitude."

With a wry smile "I vote Imperial, specifically the IISS. A lot less of a headache and paperwork than the Navy. And if it helps I've a history of finding the unknown while I was in the Scouts."
Kraig Pars
 Player, 503 posts
 Former Merchant
 696B73
Fri 13 Jul 2018
at 05:23
On the Alien Ship
"We'll probably have to hard couple both ships together to get the Jump field to cover.  It is probably going to take some work but if we can tap into the alien ship's hull it might let us extend the field."  He shook his head.  "We'll have to be really careful not to misjump and end up inside a star."

At the mention of selling the ship he nodded.  "Scouts for sure.  We're a lot less likely to end up invited to seclusion for a decade to keep things secret with them compared to the Navy."
Dr. Hans Bomar
 player, 83 posts
 Scientist
 UPP 666CC9
Sat 14 Jul 2018
at 19:15
On the Alien Ship
Hans assists in getting the alien ship off the asteroid and the hard attached to the Dust Runner in preparation for Jump.

"From what I gather from the alien computers, their ship does not use Jump drive for FTL travel.  It uses something else that I am still trying to figure out.  Unfortunately it looks like their FTL drive and power plant where in the area that imploded, so we don't have an actual sample of the technology.

With the alien ship tucked in tight against the Dust Runner we can generate a large enough jump field to handle both ships.  It will be somewhat inefficient, but we have margin.  The calculated range for 1 jump is just under a parasec and we have enough fuel to do 2 jumps.  So the plan would be to do 1 jump to near the target star.  Ascertain our exact position and then do a short jump into the vicinity of the target stars gas giant.  Skim the gas giant for fuel and rinse and repeat a couple more times to get to Regina.

I also vote for selling to the Scouts.  I would suggest once we jump from Jenghe and only have a short jump into Regina, that we uncouple the ships, leave the alien with my runabout and someone to watch over them and jump the Dust Runner only into Regina.  With the videos we have we should be able to contact the IISS, make a deal and lead them out to pick up the alien ship or we return and bring it back ourselves."


Hans assists where he can.  We take extra time/care in setting up, and double checking, the jump.  Once everything is ready, we execute the Jump.
StarMaster
 GM, 495 posts
 Referee
Tue 24 Jul 2018
at 00:16
On the Alien Ship
That plan works without any real difficulties.

You are out in the Oort Cloud of Dinomn, so it's a Jump-1 to Dinom, another Jump-1 to Jenghe, and a third Jump-1 to reach Regina.

With a great astrogation check, you can pretty much jump close enough to the gas giant so you wouldn't need to jump again to get closer. The ship's operating margin on fuel is sufficient to get you to the gas giant to refuel.

It's going to take three weeks to reach Regina.
Dr. Hans Bomar
 player, 84 posts
 Scientist
 UPP 666CC9
Tue 24 Jul 2018
at 00:41
On the Alien Ship
Looks like the guesstimate on the mass/volume of the alien ship was high and we make it quicker than I thought.

Hans spends the 3 weeks examining the alien ship and the contents of it's computers.  Based on the standard Imperial Technology Level scale, what does he estimate this ship is at?

In his off hours, he continues his study of a couple of different subjects, just to take his mind off the alien ship.

"When we jump into Regina, should we jump straight in with the alien?  Or should we jump into the Oort Cloud, stash the ship, and jump fully in system to contact the IISS?  Thoughts?"
Ignatius Maor
 Player, 176 posts
 Retired Imperial Scout
Tue 24 Jul 2018
at 13:27
On the Alien Ship
IM pops up "Let me make a few calls when we get in system."

During one of the jumps on when the are in Regina's system he will try to get an update to his Scout and find out who hi knows that's stationed on Regina's Base.
Dr. Hans Bomar
 player, 85 posts
 Scientist
 UPP 666CC9
Sun 29 Jul 2018
at 22:48
On the Alien Ship
When the Dust Runner jumps to Regina, we jump in about a half a light year out.  Closer than most of the Oort cloud but still far enough away a jump signature won't be noticed and shouldn't be detectable for 6 months.

Take detailed readings of the location, so we can jump back, we will leave the alien ship and Hans' ship, since it has a biosphere and should not have a problem with long lifesupport.

We then jump into Regina on a normal distance and approach.  Ignatius can contact the Scouts while we contact Regina flight control and make normal landing arrangements and queries about selling cargo.
StarMaster
 GM, 497 posts
 Referee
Tue 31 Jul 2018
at 19:09
On the Alien Ship
Hans gets quite wrapped up in his studies of the alien ship. The first thing he finds in the alien computer is the power source, which apparently was a forced singularity. As is the case with may cultures, even separated Human ones, the technological development is often inconsistent across the various fields.

The forced singularity would put energy at around TL 18, but the computers and the weapons seem to be only TL 14 at best. Everything else (transportation, medical, construction) seems to be around TL 12. The other anomaly, however, is communications... specifically sensors.

Those two strange labs that he found are advanced sensor systems. One is supposed to be sensors that work in Jump-space. The other supposes to work in hyperspace!

One thing that really surprises Hans is that the construction and technology of these sensor suites appear to be inconsistent with the rest of the alien technology. Oh, it's got an overlay of the alien tech, but that's all on the surface... a sort of interface to let them use and understand the systems.

The underlying tech does not appear to Ancient tech, though. It's also possible that the power source and drive engines were this other tech, and that these aliens had tried to make it work for them but may not have understood it fully enough... and that resulted in the 'implosion'.
StarMaster
 GM, 498 posts
 Referee
Tue 31 Jul 2018
at 19:11
On the Alien Ship
IM recalls that a Darius Qwell was the last Special Executive at the Regina Scout Base. Unless he transferred, he should still be there, though maybe not in the same position any more.
Dr. Hans Bomar
 player, 88 posts
 Scientist
 UPP 666CC9
Tue 31 Jul 2018
at 21:49
On the Alien Ship
Hans relays what he finds out to the others.  Then he makes an estimate of what he thinks the ship is worth.
Ignatius Maor
 Player, 177 posts
 Retired Imperial Scout
Wed 1 Aug 2018
at 01:06
On the Alien Ship
IM sends a message to Darius checking to see that he's still around and hint at a discovery.
Arc Tangent
 Player, 60 posts
Wed 1 Aug 2018
at 01:12
On the Alien Ship
"What exactly does that mean about the sensors?" Arc asks. He liked to think he knew a bit more about starships than the average grounder, but this was still over his head.

"I thought jump-space was a non-space. What could a sensor detect? And what's this hyperspace? Was this alien ship capable of making jump? Or did it travel through hyperspace... whatever that is?"
StarMaster
 GM, 499 posts
 Referee
Wed 1 Aug 2018
at 01:32
On the Alien Ship
The value of the ship is quite problematical.

A ship of that size would probably cost 200MCr.

However, the damage to it would reduce that to maybe 20MCr, since it has no engine or power source. But it's still a mostly intact ship.

On the other hand, it's an alien ship... which would push it back up to 200MCr, possibly even 300MCr.

Those two sensor suites make it priceless. If you played your cards right, and put it up for auction, you could conceivably get bids in excess of 1,000MCr. That's assuming you are allowed to auction it off.
Dr. Hans Bomar
 player, 89 posts
 Scientist
 UPP 666CC9
Wed 1 Aug 2018
at 23:20
On the Alien Ship
Hans replies: "Jump Space isn't a non-space.  It's a different space, with different dimensions and rules.  A jump bubble is created by opening a portal into jump space and blowing up a bubble by pumping in exotic particles created by converting fuel.  During a jump the jump bubble loses exotic particles, causing the jump bubble to shrink.  There have been many theories about what happens to the exotic particles that are lost.  The data on these jump sensors seems to indicate that the particles convert into a form of energy which radiates in jump space from the bubble.  These sensors can detect that energy.

There are many other spaces with different dimensions.  Hyperspace is a one of those although it's only a theory as far as I know.  It would have it's own unique characteristics, which might make it better or worse as an FTL drive than the jump drive. This second set of sensors would mean hyperspace is not a theory and is usable for FTL travel.  They might allow development of a hyperspace drive.

I am not sure, but I think the ship could use either a jump drive or a hyperspace drive.

While different technologies can progress at different speeds in any given society, from the look of the controls interface to these sensor suites, I think we have a nominally tech level 14 race that has acquired sensor and probably drive and powerplant technology from a more advanced civilization.  They have learned to reproduce and interface to the higher tech without fully understanding it.

Between the fact that this is an alien ship, both of those sensor suites and the composition of the hull is of an rare heavy element that there maybe more in the ship than exists through the Imperium, I think we should be looking at a price of 500 to 1,000 or more MCr.

Let's dock, sell off the cargo and talk to the Scouts."


As the ship heads into dock, Hans will scan the news networks to get an idea of any important/significant events.  He also will be looking up contacts for the sale of their cargo.
StarMaster
 GM, 500 posts
 Referee
Thu 2 Aug 2018
at 04:30
On the Alien Ship
It takes awhile, but IM finally gets a reply from Darius.

=/\= "Iggy, you son of gun! Where the hell have you been? They haven't dragged you into this war, have they?"=/\=
Steve Cable
 NPC in Memoriam, 362 posts
 ex-Scout
 Salvage Hunter
Thu 2 Aug 2018
at 04:39
On the Alien Ship
At Hans's price estimate, Steve's eyes nearly pop out of his head!

"Holy shrap! A trillion credits! What the hell are we going to do with a trillion credits?" he exclaims with a bit of alarm.

"Do you have any idea how big of a target that's going to make us?!"

"Wait! If we just turn it over to the Scouts, they'll estimate its value at the lowest possible... so about 500MCr. If we put in for the 10% finders' fee, that'll only be 50MCr. That's doable."

"That's assuming they acknowledge our find and our claim. It'll still take upward of a year to get the money. Maybe we could just ask for 1%. That they might expedite just to get rid of us."

Ignatius Maor
 Player, 178 posts
 Retired Imperial Scout
Thu 2 Aug 2018
at 13:37
On the Alien Ship
"Hey D. managed to avoid most of the shooting, although it did interrupt my vacation on Lanth. Got trapped there for a bit when o' Carlisle, my ride, got yanked into it. That's what happens when you retire with a ship, you know. Don't know what happened to him."

"Long story short, I've hooked up with a ship and been doing a bit of wandering around. Always end up exploring the weird stuff for some reason. Apparently once a Scout always a Scout."

"Anyways we have a client that we hauled out to the end of nowhere and picked up a rather one of a kind salvage. I think the Scouts would be real interested in it. I really think it'd be worth you while if you were to take a little trip out to visit us over at the High port docks. In addition it should be worth a credit or two to us. Will send you the dock ID once assigned."