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Crash Jump Procedures?

I'm starting to feel rather crazy, but I'm almost sure that somewhere, in either one of the published books or online, there was a multi-step procedure for initiating a 'crash jump'. However, I can't seem to find it anywhere...does anyone know what I'm talking about?

I don't mean the definition, I mean "numbered steps to take before".
 
I'm starting to feel rather crazy, but I'm almost sure that somewhere, in either one of the published books or online, there was a multi-step procedure for initiating a 'crash jump'. However, I can't seem to find it anywhere...does anyone know what I'm talking about?

I don't mean the definition, I mean "numbered steps to take before".

The BBB p371 has a process to work through for Jumping, and there's a series of outcomes covered under "Unplanned Outcomes" on p373. Do they have what you were after?
 
Okay under the description of a Fast Jump drive in High guard there is a list of modifiers for attempting a jump without running the normal procedures and prep work of a normal drive. the modifiers affect a 2d6 roll, on a result of 3+ the ship can jump immediately.

30 minuted to one hour -1
One minute to 30 minutes -2
one minute or less -6



So if I were making the call I'd have to require that the ship has had at least one hour since it's last jump..to allow it time to recharge and cool down... then after the standard recharge cool down cycle allow the ship to be crash jumped with the penalties listed under the Fast Cycle Jump Drive.

The follow the procedures for a normal jump modified for the reduced prep time.

Astrogation: Easy 10-60 minutes ( -1 DM per parsec of jump)
Divert Power: average, 10-60 seconds 9 effect modifies Jump roll)
Jump: Modified by engineering check effect, hits to jump drive( -2 per engine hit), fuel quality (-2 for unrefined), and additional modifier if still within 100 Diameter limit (-8 if inside jump limit).

of course a misjump while crash jumping will not be pretty...or at least that would be the case if I were making the call.:file_23:
 
"Grand Fleet" by Martin J Dougherty is a fabulous resource, it's everything you wanted to know about the Imperial Fleet.

In it, it states normal jump takes fifteen to twenty minutes, but a crash jump can be one or two minutes once the course is plotted. You make two sets of rolls [engineering and astrogation] 'at appropriate difficulty' and if either fails, you misjump. If both fail, everyone nearby gets to enjoy the spectacular detonation of your ship.

I bought mine a few years ago thru ComStar, the PDF is marked "Avenger Enterprises" by Martin J. Dougherty and Neil A. Frier, and it's by far and away the best Imperial Navy sourcebook I have for Traveller.

After a bit of looking, I wasn't able to find it as a PDF anywhere - but I think it's morphed into "Sector Fleet" at Mongoose:

http://www.mongoosepublishing.com/rpgs/traveller/sector-fleet.html

and also in ebook form:

http://www.mongoosepublishing.com/sector-fleet-1.html

From the given description, it sounds like most of, maybe all of, the same material.
 
In it, it states normal jump takes fifteen to twenty minutes, but a crash jump can be one or two minutes once the course is plotted. You make two sets of rolls [engineering and astrogation] 'at appropriate difficulty' and if either fails, you misjump. If both fail, everyone nearby gets to enjoy the spectacular detonation of your ship.

That sounds like a good rule of thumb. I reckon that naval vessels jumping into a system would have their astrogators preparing a series of jump options possibly while in J-space on the way in, then reconfirming with observations once in system, so that instead of having to take the time to do it that is mentioned in T5, they can just plug it all in for the helmsman/men, and they've just got that 15 minutes worth of checklist to run through. OR they just power the grid/plates/bubble and press the big red button...
 
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