Sunday, February 14, 2021

JUMP CYCLERS

 

AN INRODUCTION TO JUMP CYCLERS



Jump drives aren't cheap and long-range jump drives are especially not cheap.  As a practical matter, there are almost no sensibly-sized Jump-3+ ships other than a handful of specialized corporate survey vessels.  Relatedly, jump routes are very valuable trade secrets and stable Jump-3+ routes require several orders of magnitude more computing time.  These routes are fiercely guarded and if the secret got out their discoverers would be financially ruined.

All this leads to the jump cycler, a space station with a fusion engine and a colossal jump drive.  These ships generally weigh between 500kt and 2000kt and carry at least 100kt of payload.  Some of that payload is in the form of simple shipping containers, which are ejected when the cycler enters a new system and magnetically decelerated.  Cyclers also carry smaller freighters and ship-less passengers.  These ships may hitch a ride and cast off to make a shorter jump as soon as a cycler reaches a destination or they may stick around a bit longer and save on fuel costs (since they only have to make a deceleration burn). 

Most cyclers follow predictable routes, visiting 2-5 systems per year, stopping at gas giants for more deuterium fuel and completing their loop in a year or two.  Many cyclers carry a permanent population of service workers, traders, and technicians who often develop their own local cultures. The largest cyclers are cities and major habitats in their own right

A cycler is equal parts truck stop, casino, trashy cruise ship, and market; most are big enough to protect their passengers from the effects of jumpspace; you don't need to sleep through your jump and can instead spend your money, do business with other spacers, and stretch your legs.


A SAMPLE JUMP CYCLER: THE CRV LENIN'S TOMB

LENGTH:  1.8km
HULL DIAMETER: 135m
SHIP BERTHS: 15 medium, 3 large
DEFENSIVE COMPLEMENT:  32 interdictors, 1 frigate
PERMANENT RESIDENTS:  ~5,000
PASSENGERS (AVG):  ~10,000
PASSENGERS (MAX): ~61,000

The Lenin's Tomb is not a communist ship; quite the opposite, in fact.  It is so named because it is where communism goes to die (the midlevel executive who thought of this is still quite pleased with themselves).  It is an average-sized Jump-3 cycler which connects a handful of Outer Core systems with Prospero's dream.  The Tomb follows a 3-year route, stopping at nine systems in its loop.  It picks up rather more passengers than many other ships, especially on its inbound leg.  

Tempest is contracted to provide security aboard the Tomb by the corp that owns the Tomb.  Generally, the Tempest detail enforces the same type of law they are accustomed to at home.  Serious offenders may be detained (or frozen) until the ship gets back to the Dream and they can be tried by combat.

The Tomb also houses a full resleeving facility (new sleeves sold at a 200% markup) and a miniature shipyard (repairs at a 400% markup but done quickly and well).  

Passengers without a ship are expected to pay the Dream's oxygen tax (in lieu of a fare).  Anyone whose vessel has paid a docking fee is excused.  Security is usually a bit more forgiving of people who lose their sticks (you can buy a new one at a steep markup instead of being spaced).

1d5 ATTRACTIONS ABOARD THE TOMB:

  1. Albatross.  The Tomb's fanciest cocktail bar.  Prices are reasonable compared to many other plainer establishments but the cover charge is not.  Tempest officers drink free here and if you need to do business with them this is where you'll meet Corrin, Tempest's chief of security.
  2. The Dive.  A pressurized tube running the length of the ship and an unusual bit of green space.  When the Tomb is under acceleration you'll slowly fall down the length of the tube at about .01g.  Bring a set of wings.
  3. The Market.  At the core of the Tomb's hangar complex you can buy quite a bit of speculative cargo from other crew.  The Market is the site of many informal games of skill and chance and regular duels (permitted if precleared by Tempest).  A good place to find passengers, sell those drugs you're carrying, or poach somebody else's chief engineer. 
  4. Red Scare.  The Tomb's most popular dive bar.  Stunningly violent but pick a fight with the wrong person could go badly.  Pool tables are free; shooting pool with the local Coriolis effect is a skill.  Don't play the locals.  Beer is expensive and not very good.
  5. The Pool.  The Tomb has a real Olympic swimming pool in its swim section!  Such an extravagant waste of mass isn't cheap; everyone must pay admission.  A real novelty for spacers. 


  



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