Game Mechanics
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I don't have a character sheet, but being a Detached Scout who had his own Scout/Courir, I'm assuming he's got Engineer 0, and EDU of at least 7.
So no plus and no minus.
Stealing the Task from MegaTraveller (there's not a Power Task in MgT2 from what I see), the Difficulty is Routine - so 6+.
And I roll an 8.
I'm going to set my Pilot skill at 1 - and Astrogate at 2. Which is why he gets Jump Tapes.
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Commentary
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PREPARE FOR LIFTOFF
1.) Clearance from Feri Starport and Airspace Control (COAAC?)
2.) Pre-flight checklist
3.) Secure the ship - close and check all hatches
4.) Starport Robots Clear Moorings
I used to have a checklist somewhere. I probably still do in a dark part of my hard drive.
Anything you want to do?
I figure that waiting for clearance is a good time for something to show up if we want to.
Or we can just move to the next part. Or the Dame can signal us.
Game Mechanics:
You could have dropped the difficulty a step by extending the time interval, but it wasn't necessary.
I'm working with CT skill levels so that's Pilot-2 (=small craft-1 if you don't have small craft), it pretty much works out the same.
Commentary:
Not sure it'll take an hour to prep for liftoff.
Looks like we're done dirtside as far as we know.
(We'll get the call after we lift. It's going to get
interesting after that...)
Reference:
Preflight checklist:
Walkaround:
- Ensure all mobile Aerospace Ground Equipment has been removed from launch pad area
- Verify all umbilicals disconnected
- Verify all external hatches and access panels closed and latched
- Check all marker and external illumination lighting (i.e. spotlights and floodlights) are functional
- Visual inspection of hull
- Visual inspection of landing gear for damage or FOD
- Airlock(s) for external control operation (does the keypad open it?)
- Airlock(s) for overpressure/underpressure (partial pressure cycling of airlock)
I
nternal:
- Avionics self-test
- Fire control self-test
- Weapons self-test (pinnace mounts a single beam laser)
(Radar/sensors function test would require coordination with the starport; I'm assuming we've already done that)
- Doors/hatches for security (status lights, physical inspection)
- Cargo secured
- Passengers secured
- Inspect all interior space for loose objects
- Cabin pressurization test (overpressure)
- Reactor initiation (if not already at idle)
- Reactor for nominal operation (low idle, high idle)
(If this were a starship, jump drive self test would go here)
- Maneuver drive self-test
- Grav lifters self-test
- Grav lifters functional test (brief hover)
- Request launch clearance
After launch clearance:
- Announce takeoff
- Maneuver drive functional test (hover on lifters, then pitch up and transition to maneuver drive for lift, and hover briefly)
- Go (full acceleration, then reduce to remain subsonic in atmosphere).
- Call tower to announce you've cleared the pad.
Story:
Hour 12
090-1106 Imperial
1835 Sidereal Time
Feri/Regina
Windsor Downport
Berth 17 South
Aboard
NOVA I
"Yep, Tome, the data files came through ok."
"Thanks, Doc. When Zaz and Tenya wake up, have them and Roland add them to what we already have. Compile three versions: one as straight documentary, one highlighting that the local government turned it into propaganda, and one playing up that the Imperial Authorities believed the propaganda rather than consulting the Scouts. We can clean it all up later."
"Got it. Anything else?"
"Not at the moment. We're scheduled to lift in about an hour, but might be able to move it up a bit. I'll keep you posted."
"Thanks.
Nova out."
"
Nova I out."