“In My Game” ( IMG ) is a feature where I discuss some aspect of how I run my Traveller games. My main rulebase is Mongoose 1st edition, with a lot of GURPS flavoring. The following are some rulings for starship operations, things it would be good for the Pilot, Astrogator, and Engineering to know.
Where do we come out of jump?
If all goes well and you didn’t plot somewhere else specifically, somewhere ( determined by a dice roll ) along the 100d ring around the target body
What vector do you leave jumpspace with?
The same vector you entered it with. So, if you turn 60* starboard and are travelling at 5G, that’s how you’ll come out of jumpspace. Most non-military ship slow to zero relative velocity.
How far away can our jump flash be detected?
Pretty far, if someone is looking. An AU or so, because where to look is pretty predictable – roughly the ecliptic at 100d out. If you don’t like this, you can aim to jump in from further out, or off the ecliptic. If you do, then the odds of detection go down drastically.
What’s involved with jumping?
Getting to a jump point, plotting the jump, setting a vector, diverting power, building power, engaging the jumpdrive, transiting jumpspace, precipitation out of jumpspace
How long does it take to get to a safe jump point ( 100d out )?
say 1,000,000 miles ( 100d Terra-sized planet ) at 3g would be 17.7 hours, more for a bigger body, less for a smaller
How long does it take to get to a planet’s surface from jump exit?
The same amount of time that it takes to get to 100d, plus 1-2 hours.
How long does it take to set a vector before jump?
easy ( 4+ EDU ) Astrogation, d6 seconds
What’s the roll for plotting a jump
easy ( 4+ EDU ) Astrogation -jump distance, d6 x 10mins
What’s involved with diverting power before jump?
No roll; traditional dimming of lights, shutting down non-essential systems right before jump
What’s involved with building power needed for jump?
easy ( 4+ EDU ) Engineer>powerplant d6 – Effect minutes, 1 minute minimum.
How about engaging the jumpdrive; making the jump?
- easy ( 4+ EDU ) Engineer-jumpdrive d6 x 10 mins, modified by Astrogation roll Effect
- if unrefined fuel: -2
- if closer than 100d: -4
- if this roll fails, it’s a misjump
How long does jump take?
148 + d6 hours, if there’s no misjump
When does a misjump happen?
- if the engineer’s jump roll fails. This is more likely if…
- using unrefined or contaminated fuel
- closer than 100d to a massive body
- ship mass calculations are off for some reason
- improperly functioning jump technology – drives, plates, grids, and so on
- jump bubble containing unanticipated debris or mass that throws calculations off
- sabotage of jumpdrive or jump-related ship elements
How can our ship be detected?
with EM, by its transponder
visually from a long, long way away, by its jumpflash ( subject to light delay )
visually, in general – – ( easier if in a corona, ring system, displacing something, or trailing something, harder if the coloring is darker, or it’s purposefully stealthed )
by active radar
by active lidar ( this is usually done by first acquiring a hint through some other method, then lighting up with this )
by passive radar ( when the ship or someone “nearby” is using active radar )
by passive lidar ( when the ship is using active lidar )
by EM scan ( if the ship is emitting normally )
by densitometer scan – not great range, here. But very detailed.
by NOS – even worse range, lifeform details.
How does a ship stay really quiet?
- The transponder “squawks” a ship’s ident an location. If this is on, the ship is detectable by anyone who cares to look
- turning off the transponder is step 0 to going undetected
- thrust generates emissions that can be detected; cutting thrust minimizes this
- a dark or stealth coating helps obfuscate a ship, but also raises suspicions and increases attention
How far do our weapons reach?
missiles – a long, long way.
PDCs ( slugs or lasers ) can make better work of these if they’re further away
lasers – usually needs to be closer or more powerful; deadly.
How do we dock?
Carefully. Also, an Average ( 8+ Pilot ) roll; failure is a problem. Taking off is the same roll, failure indicates an embarrassing takeoff.
How fast can our ship fly?
Xg, maybe a little faster ( same as a “type X” MDrive )
How long does it take to refuel?
from a tank – like at a spaceport when refined fuel is being pumped – 1d hours. +1 hour if you’re drawing water out of a groundsource. Purification is 1d + 2 Engineer > powerplant roll.
What’s involved with skimming for fuel?
Difficult ( 10+ EDU ) Pilot check, 1D hours. Failure usually means more time
How far can drones/sniffers fly?
at 1g speeds, usually orbit to planet; drones are atmo craft, sniffers are vacuum
How far can drones/sniffers be controlled?
about 5AUs, allowing for light delay. If not with a tightcast laser with LOS, ranges are different.
What’s involved with landing a ship?
A streamlined ship can land in an atmosphere with negligible weather on an Average ( 8+ Pilot ) roll. Same roll for docking with a station if everything is “normal.” A failure indicates a problem.