Since it's currently split over two threads, here's a place to discuss how collectors work in various rulesets.
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re two jump drives.
ANNIC NOVA almost predated Traveller, so the AN with its two-jump-drive-thing was probably an early experiment of the edges of Book 2 ship design. Presumably you can do two back-to-back jumps if you had to, giving you tremendous legs for a "trader".
Then Marc as usual takes these edge cases and uses them for new edge
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Didn't have to be waived, it's just extremely fuel efficient because it's "cheating" (different "fuel rule" rule mechanic). 20% for one drive, 30% for the other, and you get J8 or J9 out of that 50% total.Remember that at some point, Marc came up with (or maybe retconned) the idea that the two Jump drives on the AN were designed to be capable of being used in tandem to make a second-order Jump of one drive to the power of the other. J-2 could be raised to the power of 3, yielding ("up to" as my ISP likes to say) an 8-parsec Jump, or else the J-3 could be raised to the power of 2, yielding a maximum of a 9-parsec Jump.
Either way, the J-fuel requirement would have to be waived to pull such trips off.
So it is kind of a moot case here, I reckon.
An improvement on the technobabble: It stores most of the power as high-energy muons "like a flywheel, but it's muons" (no, particle physics doesn't work that way either, but once again I'm pretending I don't know this). These are exactly what a Jump Drive needs to do its thing, so they're very efficient at powering it during jump initiation and jump field sustainment. You can't feed an ordinary power plant with them, and a Collector is the only way to gather them -- you can't use the same process to harvest and store them from a Jump Drive doing its fast-burn reaction....
It requires the energy storage to be able to discharge those 540EP like it was a Pn-45 for two turns, which jump capacitors can do but batteries probably shouldn't.
That's probably game-breaking unless there's some other limitation on batteries.
The limit is that it's not a battery, but some way to store energy that isn't electrical. (Technobabble: "It's like a very short range meson gun but for muons. Artisanally gathered, free-range muons, not those factory-fused ones you get from a jump drive reactor. Takes a week to get enough muons, and get them all up to the right speed. Then you fire it into the jump drive, and boing -- you're in jumpspace." "They can stay at a high energy state for weeks once you get them synchronized and set up a standing wave.")
Why muons? I vaguely remember someone saying that they're the magic particles needed for Jump. If they aren't, substitute the official technobabble term.
Yes, I know meson guns can't work they way canon says they do. I'm pretending I don't.
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I think this was meant to be a one off.
An ancient artifact that allows you to traverse warpspace without massive fuel use.
Plot hole is that the Imperium doesn't immediately confiscate it upon learning of it's existence and confine it at in Area Fifty One.
Privateer Encounter: Assuming a travelling party in a lightly armed ship (perhaps a new free trader or a yacht), they may be pounced upon by pirates (pursuant to an encounter from Book 2, page 36, result:12). A smart pirate would hit initially with the two pinnaces, attempting to drive the prey in a specific direction, where lies the larger ANNlC NOVA type ship in ambush, with its larger cannon.
Relic: Rumors may lead travellers to an ANNlC NOVA type ship wrecked on a world surface (almost certainly in a remote region far from any starport).
The task is then one of recovery and repair of the ship.
Clandestine Menace: A ship like the ANNlC NOVA could be crewed by individuals
with psionic abilities (conceivably, psionic talents could be useful in deploying, untangling, and retrieving the collector canopy). The fact that the crew can probably tell what the travellers intend (and then do a variety of actions to forestall any shady or dangerous acts) can really mess up the best laid plans. This situation is ideal for adventurers bent on hijacking a ship.
Working Passage: Characters without a ship of their own might sign on a
free trader of the ANNlC NOVA type just for the room, board and travel.
Escape: A few mercenaries on a world where their ticket has almost been cancelled could find that the only way off-world is aboard this type ship, provided the captain can be convinced that he should take them.
I wish people would go back and read the original Annic Nova adventure in JTAS 1.
REFEREES may also want to use the ANNlC NOVA for other activities, either permanent or temporary, within a campaign. The following are a few suggestions:
Privateer Encounter: ...
I wish people would go back and read the original Annic Nova adventure in JTAS 1.
Privateer Encounter: Assuming a travelling party in a lightly armed ship (perhaps a new free trader or a yacht), they may be pounced upon by pirates (pursuant to an encounter from Book 2, page 36, result:12). A smart pirate would hit initially with the two pinnaces, attempting to drive the prey in a specific direction, where lies the larger ANNlC NOVA type ship in ambush, with its larger cannon.
Relic: Rumors may lead travellers to an ANNlC NOVA type ship wrecked on a world surface (almost certainly in a remote region far from any starport).
The task is then one of recovery and repair of the ship.
Clandestine Menace: A ship like the ANNlC NOVA could be crewed by individuals
with psionic abilities (conceivably, psionic talents could be useful in deploying, untangling, and retrieving the collector canopy). The fact that the crew can probably tell what the travellers intend (and then do a variety of actions to forestall any shady or dangerous acts) can really mess up the best laid plans. This situation is ideal for adventurers bent on hijacking a ship.
Working Passage: Characters without a ship of their own might sign on a
free trader of the ANNlC NOVA type just for the room, board and travel.
Escape: A few mercenaries on a world where their ticket has almost been cancelled could find that the only way off-world is aboard this type ship, provided the captain can be convinced that he should take them.
It was not a unique ship, at the end of the article are several suggestions of how Annic Nova class/type ships can turn up elsewhere...
Let's see what happens if you try it with 1980-81 assumptions (Pn=Jn requirement)....
Solar irradiance is about 1380W/m2 here at Earth's orbital distance.
ANNIC NOVA has a 1km diameter canopy.
This intercepts 1083MW, or 4.33EP at perfect conversion efficiency.That's about 13 EP per hour, 312 EP per day, or 2184 EP/week.
If it all went into jump capacitors (or something with equal energy density), it'd take 60.7Td of them to hold a week of collected solar energy.
To fire both jump drives at once (or one at J3 and then one at J2, without recharging) takes 540 EP. (It takes about 42 hours to collect this.)
This is within the energy budget, so it's not impossible if the ship doesn't need a powerplant at all during Jump as with the 1977 rules. (I'll come back to this.)
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But MgT doesn't give credit for the hamster cage pseudo-grav eliminating the power draw of artificial gravity.MgT2 has all of those components defined in the system.
But MgT doesn't give credit for the hamster cage pseudo-grav eliminating the power draw of artificial gravity.
A lot simpler house-rule than mixing CT and T5 and papering over the cracks?
1. The real issue with the Collector technology is that it completely changes the military picture in Traveller.
2. First off, gas giants and refuelling no longer pose a potential bottleneck.
3. Next, I'm pretty sure the intelligence agencies would be using it for cross border clandestine missions.
MgT power points are 1/67 of a CT Energy Point (approximately), or 3.7MW.You do get the option of a cheaper hull, and might be able to prioritize life support at below one power point basic draw per ten tonnes.