Anyway, the cargo is going to a world called Smaragd. It is not the most interesting world in the world, but they produce huge amounts of mid-level electronics for export, and so the superactinides can be put to good use. And it is in a part of space you've never been to before.
The adventure starts soon after you come out of jump, when you make contact with system space control.
As (almost) always, the Russel Beckett has some ongoing maintenance issues as you come out of jump space.
Note that you are very low on money at the moment, and Smaragd does not have a good shipyard. So the plan is to take the money you will make doing the transport, jump to a nearby system with a better shipyard, and get the repairs done:
- Weapons or Armor: Can not turn on one weapons system. (This popped up just before coming out of jump, so you might be able to fix it yourself, when you have some time.)
- Problem on the bridge: Strange vibration can be felt. Makes people nervous. If not fixed, something else might also break. (You've been looking at this for several weeks, and it looks like you'll need some shipyard sensors to find the problem.
- Fuel system: Small fuel leak, but it is into the crew part of the ship. (Can not be fixed in free space. Needs a shipyard, or maybe work in a planetary atmosphere.)
- A planetary sensor is also on the fritz, but you are not too worried about that.