Docking at the Choson Ring was simple enough. Smaller
freighters, like the Raven, could fit
in landing bays on the ring. You were assigned a space, and flight control
watched to make sure you didn’t do anything stupid. Larger craft had to dock at
one of the cargo airlocks located around the ring.
My first landing went off without a hitch (partially thanks
to Raven’s help). As I was doing the postflight checklist, I had her send a
message to the people we’d hauled cargo for, letting them know that it was
being delivered. Most of the packages were simply loaded up onto a freight
hauler, signed over to them, and hauled away to a warehouse where the owners
would claim them, kindof like picking up a package from the post office.
The White Hand shipment, on the other hand, was getting
picked up in person, which only made sense, since it was a high value job. Once
I was done with the checklist, I joined Sheila in the cargo bay. She was
dressed up in her new gear, though still looked to be uncomfortable holding a
weapon like the shotgun. Guess I should put her mind at ease a bit.
“Sling the shotgun for now. If we get into a fight, I want
you ducking behind cover, not trying to be a heroine.”
“Then why did you give me this?” She asked, motioning with
the shotgun.
“Let me ask you a different question. You usually go
everywhere with your guards, right? And most times, nothing happens, because
they are usually imposing people, with obvious weapons, right?” She nodded, so
I continued. “Well, it is the same thing here. A woman, unarmed and unknown to
the locals, dressed like you were when you first got on my ship, would be seen
as one of two things: either a victim, or a Psyker so sure of her powers that
she doesn’t need a weapon. Either one will draw a lot of the wrong kind of
attention.”
“And dressing up like a hoodlum with a shotgun doesn’t?”
I chuckled, and shook my head. “Not in these kinds of places,
sweetheart. Things can get hairy when you’re in the less affluent areas. Having
armor and a weapon means you aren’t an easy target, but doesn’t put you in the
same threat level as someone too cocky about their powers. Stick with me, and
try not to gawk like a tourist, and we’ll be all right.”
“And when can I contact my sister?”
“As soon as we get your new ID card, you can use one of the
public terminals on the station. And don’t give out my name, or the Raven’s name. The communications won’t
be secure.”
That was about the time that the representative from the
White Hand showed up, with a group of four toughs who doubled as workers. The
toughs were armed with pistols, and I couldn’t see a weapon on the suit, but I
figured he had one. They also had an antigrav pallet to take the pods off my
hands.
The suit stepped forward, and said, “Captain Mollen? I am Charles
Dent, of the White Hand Company. I believe you have cargo to deliver?”
“You have some ID, yes?” Not going to just hand over a
shipment worth 300K + 100K bonus without at least checking the unknown contact.
The man nodded, and pulled out his ID card. I risked a Mindread while he did
that. He was actually Arthur Randall, but he was indeed the White Hand rep I
was supposed to be handing the cargo off to.
Also, I found out that the five people in the stasis pods
were five specially trained pleasure slaves from an exclusive breeding farm in
what used to be Montana. Though the buyers wouldn’t know it, the special
training also included conditioning training, leaving them as pawns of the
White Hand. The owners would never know it, but their slaves would be spying on
them the entire time. It gave the company an excellent information network
inside the homes of the rich and powerful.
Letting go of the Mindread for now, I handed the man’s ID
card back, and nodded to him. “All right, Mr. Dent, your cargo is right here.”
The four toughs loaded up the pods, and ‘Dent’ sent him the payment, including
the prompt delivery bonus, swelling Mirikon’s account balance substantially.
With the payment from the other cargo and the money he had before, after paying
off the docking and refueling fees for the station, he was sitting on over 650K
credits.
As the toughs were loading the cargo, Mirikon looked over to
‘Dent’, and said, “This is my first time on the station. Anything interesting
to do around here while looking for work? After this, I think I’ve earned a
couple days’ R&R.”
‘Dent’ chuckled, and said, “Well, there’s plenty of bars on
the station. Mindy Lou’s Brew in Section 8, deck 14 is one of the places
spacers like to hang out. If you’re looking for crew or a job, that is a good
place to start. Section 9 has most of the ‘personal’ shopping, clothes, gear,
electronics, that kind of thing. Section 10 is where you want to go for any of
your ship’s needs. Sections 11-15 are mining and industrial, anything you’d
need from them, you go through Section 10 for. Section 16 is for short term
‘companionship’, and the slave market. That brings it back around to Section 1,
with Administration. Sections 2-6 are residential, both short term and long
term, and Section 7 is Military. Don’t be messing around in Section 7 unless
you want to be a ‘guest’ at the Pluto Detention Facility. For the record,
you’re docked in Section 16 right now.” It was clearly a well-rehearsed spiel,
and I didn’t doubt that many of the places recommended were White Hand
properties. Still, it was good info.
“All right, then. I’ll be sure to check out the sights.”
‘Dent’ nodded, and left with the toughs and his cargo
shortly after. I turned to look at Sheila, who had stayed out of trouble
nearby, watching the unloading of the cargo, and said, “All right. Let’s get
you a new ID, and you can make your call.”
It cost me another 500 credits to get her a ‘replacement’
ID, but I’d made good money on this trip, and it didn’t hurt to make friends
with royalty, even if I didn’t plan on sticking around Imperial space for too
long. So I didn’t begrudge her the expense. I was kindof interested to see how
this all played out in the end.
While Sheila called home, I was discussing options with
Raven through my bracelet. “Raven, I’d like a list of possible upgrades for
both you and the ship. Even if it is something we can’t afford now, or can’t
find around here, having an idea on what to look for or how much I need to save
up.”
“Certainly, Captain. Would you like them to be grouped
according to type?”
“Yes, and if there are multiple upgrade steps for a feature
available, just list the first one, and mention that it unlocks a higher tier.
Also, in the list of upgrades for you, include some things you would personally
like.”
“Understood. But are you sure? Most people don’t want to
have their AIs thinking like they are people.”
“Raven, while the law might say you belong to me, you’re my
partner, not my slave. I’d rather have an AI that thinks for herself than one
that is oppressed and may decide to kill all humans or such stuff.”
The AI giggled, “Understood, sir. The upgrade list is being
transferred to your bracelet now, you can read it on your goggles.”
Ship Upgrades
|
||
Active Cloak
|
2450000
|
The cutting edge in stealth technology,
Active Cloak systems allow a ship to fly at speeds up to .1c undetected
unless caught by specialized scanners on a precise vector, even while using
gravitic engines. Requires 72 hours in a shipyard.
|
Mk VII Armor Plating (Concealed)
|
25000
|
Using advanced materials to replace the
hull plating with composites that have greater strength than the original.
Repairing hull damage becomes more expensive as a result. Requires 2 weeks in
a shipyard.
|
NullScan Hull Paint
|
4300
|
Replace the standard black paint job
with a ‘darker-than-black’ scheme that disguises the ship’s lines, and
passively absorbs sensor radiation, making the ship much harder to detect
while not using gravitic engines. Requires 4 hours in a shipyard.
|
Mk IV Reactor
|
200000
|
Provides a 25% better power output at
13% better efficiency than the current Mk III reactor. Useful for keeping
weapons, engines, shields, and life support all working at peak levels
simultaneously. Requires 48 hours in a shipyard.
|
ID Spoofer
|
1500
|
Special device allows for switching
between real and false vehicle identification signals. Quality of fake
depends on Forgery skill.
|
Military-grade shields
|
125000
|
An upgrade to the shield emitters
allowing for military-strength shielding from attacks and impacts. An
improvement of 125% over current civilian model. Requires 12 hours in a
shipyard.
|
Industrial Tractor
|
50000
|
Replaces existing tractor beam with a
more powerful industrial model, allowing for increased range. Requires 3
hours in a shipyard.
|
Enhanced Thrusters
|
3000
|
Minor physical adjustments to
thrusters, combined with enhanced control software, giving a 10% better
performance rating, with 40% better efficiency. Requires 4 hours in a
shipyard.
|
Mk V Gravitic Engines
|
400000
|
Replaces the current Mk IV Gravitic
engines with the Mk V model, giving 25% greater range, and sublight speeds up
to .5c. Requires 96 hours in shipyard.
|
Hostile Boarder Countermeasures
|
Varies
|
A variety of internal measures for neutralizing
hostile entities aboard ship. Can range from nonlethal stunner blasts to
lethal countermeasures. Required time in shipyard depends on extent of
modifications.
|
Galactic Hypercom Suite
|
25000
|
Enhanced communication hardware,
allowing FTL communications anywhere within Known Space. Otherwise, local
communications only, unless using a local planetary or capital ship Hypercom.
Requires massive power while in use. Requires 3 hours in shipyard.
|
Transition Drive (Civilian)
|
12000
|
The civilian version of the Transition
Drive. 20 light year range. Requires 1 hour charge time between transits.
Requires 1 week in shipyard.
|
Transition Drive (Military)
|
120000
|
The military version of the Transition
Drive. Can reach distances of up to 50 light years. Can make one additional
Transition before needing to charge. Requires much more power than the
civilian version. Requires 1 week in shipyard.
|
AI Upgrades
|
||
Enhanced Processor
|
2300
|
Increased processor power and speed
gives the AI quicker reaction time and better computational ability, as well
as allowing for more humanlike expressions.
|
Internal Emitters
|
1000
|
Installs holographic emitters within
the ship, allowing the AI to project an avatar to ease communications while
on board.
|
Avatar Control
|
500
|
Gives AI creative software to change
their Avatar’s image and vocal patterns from default models.
|
Physical Avatar
|
Varies
|
A physical drone body, used by the AI
to move outside the ship, or conduct maintenance tasks within the ship. Cost
depends on specific model.
|
Military-grade firewall
|
13000
|
Enhanced firewall protections and
encryption on ship’s network, to allow for greater defense against enemies
attempting to subvert control over the AI or ship’s systems.
|
Well, some of these were real ‘no brainer’ options. But most
of the ship upgrades would cost time in a yard as well as the credits, so I
focused on the AI upgrades until I knew what we’d be up to, as well as a couple
other things that I could install myself. I’d leave the physical avatar until
later, when we had time to make a solid decision. Anyways, with the other AI
upgrades and the ID Spoofer, I was out 18300 credits, but well worth it in my
opinion.
I was about to start prioritizing the physical upgrades to the ship when I saw Sheila turning away from the comm station to look at me. It looked like troubling news.
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