I found at some time in the past a nifty PDF titled Traveller Flight Procedures v4, document properties show it as being written by David Glasser. I have no idea where I found it, a recent google search turned up nada.
While the list is more than detailed enough, one thing it does not really go into is just how long these steps would take. Anyone want to take a stab at giving some time frames for these items? I imagine ship size would impact some of these points as well. I will probably use this once for flavor but thereafter just approximate the time taken. Unless something breaks. :devil:
Flight Preparations & Pre-Flight checklist
1. Captain orders crew to return to ship and initiate flight preparations
2. Engineer confirms ship is adequately fueled for journey
3. Navigator plots ship’s course within range parameters
4. Ship’s steward confirms ship’s stores adequate and secured for trip
5. Captain orders crew to initiate pre-flight duties
6. Ship’s steward confirms that all cargo/auxiliary craft properly stowed/secured for departure
7. Engineer confirms electrical/photonic systems (incl. avionics, computers) functioning properly
8. Captain/Pilot and ship’s security officer inspect exterior of ship (Surface launch)
9. Engineer conducts attitude thrusters check while Captain and Security officer observe from outside
10. Engineer confirms that ship’s power plants are functioning properly
11. Engineer confirms that ship’s batteries are charged
12. Engineer confirms ship’s hydraulic systems properly sealed and pressurized
13. Gunnery officer confirms that all ship’s ordnance is properly secured
14. Engineer confirms that ship’s life support and gravitics system is operating correctly
15. Bridge officers confirm ship’s sensors and communications equipment functioning properly
16. Ship’s steward confirms that all crew and passengers are aboard
17. Ship’s Security officer sees that any starport umbilical lines & booms are disconnected from the ship
18. Captain/pilot and ship’s security officer board and secure hatch (Surface launch)
19. Ship’s security officer confirms that all hatches, airlocks, and security lockers are secured
20. Ship’s Gunnery officer confirms ship’s defenses and weapons/turret(s) readied/cleared as per local requirements
21. Engineer conducts pressure test to confirm the ship is sealed and reports that status to the Captain
22. Navigator files flight plan, gets departure clearance from port authority & informs the Captain when the ship is cleared for launch
23. Captain orders crew and passengers to departure stations.
Take-off
1. Upon receiving starport’s final departure clearance, pilot clears all moorings
2. Captain activates ship’s transponder and orders “raise ship” (surface launch) or “launch ship”
3. Pilot lifts ship from surface using maneuver drive (surface launch) or clears space dock using attitude thrusters
4. Pilot follows departure pattern as per local requirements, climbing above any atmosphere
5. Pilot enters orbit or achieves escape velocity.
Jump Checklist
1. Pilot guides ship to a jump-point at least 100 planetary diameters from any gravity well
2. Navigator generates jump plot and feeds it to the navigational computer
3. Pilot aligns ship for jump and adjusts momentum to desired exit velocity vector
4. Engineer brings power plant to charged status
5. Captain orders crew to jump stations
6. Engineer brings jump drive to readiness condition and reports when ready
7. Captain (or Navigator, when an ultra-precise jump solution is sought) orders Engineer to initiate Jump drive fast-fuel-burning
8. Engineer reports when Jump Grid is fully charged
9. Captain (or Navigator, when an ultra-precise jump solution is sought) gives final “jump” command
10. Pilot (or Navigator, when an ultra-precise jump solution is sought) activates Jump grid to form Jump field
11. Vessel automatically enters jump space
12. Captain/pilot turns off ship’s transponder.
Entering Normal Space
1. Upon sensor warning of imminent entrance to normal space, Captain orders crew to hazard stations
2. Gunnery officer prepares ship’s weapons for possible action
3. Upon entering normal space, the Navigator/Sensors officer establishes the ships location using ship’s passive sensors
4. Navigator/sensors officer performs passive scan
5. Captain decides whether or not to perform active scan
6. Captain decides whether or not to activate ship’s transponder.
Fuel Skimming Procedures
1. Navigator/Sensors officer scans for skimming hazards and determines optimal flight paths for skimming (roll 1D6 on Fuel Skimming Conditions table below).
Note: Passive scans to determine skimming conditions take time; for 10 min. of game time roll a D6 less than or equal to Sensors officer’s skill level. Active scan takes only seconds and is automatic.
2. If skimming operations are to be undertaken, Captain orders crew to hazard stations
3. Gunnery officer locks turret(s) in aft direction
4. Pilot deploys fuel scoops and shutters forward facing viewing surfaces and sensor elements
5. Engineer increases gravitic field to compensate for expected level of atmospheric buffeting
6. Pilot skims upper atmosphere of gas giant
7. Bridge officers monitor radiation & atmospheric changes; roll 1D20 for each game hour of skimming, any roll of 1 requires a 1 hour break-off from skimming ops. (roll 1D6 on Break-off table below)
8. Engineer processes captured gases to produce hydrogen, which he also filters to fill fuel tanks
9. When process is complete, pilot raises ship above atmosphere and achieves escape velocity.
Fuel Skimming Conditions Roll 1D6 (Note: fuel skimming ops will always take at least one hour)
1. Ideal conditions exist for skimming fuel; fully refueling takes only 1D6 – Pilot Skill in hours
2. Good conditions for skimming operations; fully refueling takes 2D6 – Pilot Skill in hours
3. Variable winds make skimming somewhat difficult. Fully refueling takes 3D6 – Pilot Skill in hours.
4. High variable winds make skimming difficult. Fully refueling takes 4D6 – Pilot Skill in hours.
5. Radiation and high winds make skimming very difficult. Full refueling takes 5D6 – Pilot Skill hours.
6. Radiation, particulate atmospherics, and/or high winds make skimming extremely difficult and unpleasant. Fully refueling takes 6D6 – Pilot Skill hours, not including breaks.
Roll 1D6 in the event of a 1 hour required break-off for further complications:
1) No serious complication
2) ship system minor malfunction, roll 1D6 on appropriate chart below
3) serious ship system malfunction, roll 1D8 on appropriate chart below
4) Crewman injured as a result of severe atmospheric buffeting – 1D6 damage
5) conditions may change; re-roll 1D6 for Fuel Skimming Conditions but halve time result
6) Roll twice more on this chart with a D4
Minor ship malfunction due to gas giant skimming complications: (roll 1D6)
1) particulate atmosphere micro-scores streamlined surface of ship (top air speed –25%)
2) fuel scoops clogged and must be cleared manually (1 hr.) before refueling may continue
3) hydrogen filtration system needs 1D6 hours maintenance before continuing
4) passive sensors need 1D6 hours maintenance before they may be activated
5) avionics damaged, 1D6 hours for repair before skimming may continue
6) Roll twice more on this chart (ignore further 6’s)
Serious ship system malfunction due to gas giant skimming complications: (roll 1D8)
1) corrosive atmosphere penetrates shutters and hazes transparent viewports (polish to correct)
2) fuel scoops damaged – triple remaining time to refuel while damaged (4D6 hrs for repair roll)
3) hydrogen filtration system needs 2D6 hours maintenance before continuing to process fuel
4) passive sensors out -- 2D6 hours for repair roll
5) active sensors damaged – 2D6 hours for repair roll
6) landing gear jammed shut – 1D6 external maintenance will repair
7) weapon/defensive system damaged (randomly determine which), requires 1D6 hrs to repair
8) communications (including transponder) out, 3D6 hours for repair roll
Repair times may be reduced when more crewmembers are assigned to the task.
Roll to successfully repair as follows: 2D6 for a total of 9 or more; minimum required roll to repair is reduced by 1 for each point of the highest ENGINEERING and MECHANICAL skills in the repair party. If unsuccessful, (the repair party may be changed/augmented) try again after the required work time, but subtract 1 for each re-roll
While the list is more than detailed enough, one thing it does not really go into is just how long these steps would take. Anyone want to take a stab at giving some time frames for these items? I imagine ship size would impact some of these points as well. I will probably use this once for flavor but thereafter just approximate the time taken. Unless something breaks. :devil:
Flight Preparations & Pre-Flight checklist
1. Captain orders crew to return to ship and initiate flight preparations
2. Engineer confirms ship is adequately fueled for journey
3. Navigator plots ship’s course within range parameters
4. Ship’s steward confirms ship’s stores adequate and secured for trip
5. Captain orders crew to initiate pre-flight duties
6. Ship’s steward confirms that all cargo/auxiliary craft properly stowed/secured for departure
7. Engineer confirms electrical/photonic systems (incl. avionics, computers) functioning properly
8. Captain/Pilot and ship’s security officer inspect exterior of ship (Surface launch)
9. Engineer conducts attitude thrusters check while Captain and Security officer observe from outside
10. Engineer confirms that ship’s power plants are functioning properly
11. Engineer confirms that ship’s batteries are charged
12. Engineer confirms ship’s hydraulic systems properly sealed and pressurized
13. Gunnery officer confirms that all ship’s ordnance is properly secured
14. Engineer confirms that ship’s life support and gravitics system is operating correctly
15. Bridge officers confirm ship’s sensors and communications equipment functioning properly
16. Ship’s steward confirms that all crew and passengers are aboard
17. Ship’s Security officer sees that any starport umbilical lines & booms are disconnected from the ship
18. Captain/pilot and ship’s security officer board and secure hatch (Surface launch)
19. Ship’s security officer confirms that all hatches, airlocks, and security lockers are secured
20. Ship’s Gunnery officer confirms ship’s defenses and weapons/turret(s) readied/cleared as per local requirements
21. Engineer conducts pressure test to confirm the ship is sealed and reports that status to the Captain
22. Navigator files flight plan, gets departure clearance from port authority & informs the Captain when the ship is cleared for launch
23. Captain orders crew and passengers to departure stations.
Take-off
1. Upon receiving starport’s final departure clearance, pilot clears all moorings
2. Captain activates ship’s transponder and orders “raise ship” (surface launch) or “launch ship”
3. Pilot lifts ship from surface using maneuver drive (surface launch) or clears space dock using attitude thrusters
4. Pilot follows departure pattern as per local requirements, climbing above any atmosphere
5. Pilot enters orbit or achieves escape velocity.
Jump Checklist
1. Pilot guides ship to a jump-point at least 100 planetary diameters from any gravity well
2. Navigator generates jump plot and feeds it to the navigational computer
3. Pilot aligns ship for jump and adjusts momentum to desired exit velocity vector
4. Engineer brings power plant to charged status
5. Captain orders crew to jump stations
6. Engineer brings jump drive to readiness condition and reports when ready
7. Captain (or Navigator, when an ultra-precise jump solution is sought) orders Engineer to initiate Jump drive fast-fuel-burning
8. Engineer reports when Jump Grid is fully charged
9. Captain (or Navigator, when an ultra-precise jump solution is sought) gives final “jump” command
10. Pilot (or Navigator, when an ultra-precise jump solution is sought) activates Jump grid to form Jump field
11. Vessel automatically enters jump space
12. Captain/pilot turns off ship’s transponder.
Entering Normal Space
1. Upon sensor warning of imminent entrance to normal space, Captain orders crew to hazard stations
2. Gunnery officer prepares ship’s weapons for possible action
3. Upon entering normal space, the Navigator/Sensors officer establishes the ships location using ship’s passive sensors
4. Navigator/sensors officer performs passive scan
5. Captain decides whether or not to perform active scan
6. Captain decides whether or not to activate ship’s transponder.
Fuel Skimming Procedures
1. Navigator/Sensors officer scans for skimming hazards and determines optimal flight paths for skimming (roll 1D6 on Fuel Skimming Conditions table below).
Note: Passive scans to determine skimming conditions take time; for 10 min. of game time roll a D6 less than or equal to Sensors officer’s skill level. Active scan takes only seconds and is automatic.
2. If skimming operations are to be undertaken, Captain orders crew to hazard stations
3. Gunnery officer locks turret(s) in aft direction
4. Pilot deploys fuel scoops and shutters forward facing viewing surfaces and sensor elements
5. Engineer increases gravitic field to compensate for expected level of atmospheric buffeting
6. Pilot skims upper atmosphere of gas giant
7. Bridge officers monitor radiation & atmospheric changes; roll 1D20 for each game hour of skimming, any roll of 1 requires a 1 hour break-off from skimming ops. (roll 1D6 on Break-off table below)
8. Engineer processes captured gases to produce hydrogen, which he also filters to fill fuel tanks
9. When process is complete, pilot raises ship above atmosphere and achieves escape velocity.
Fuel Skimming Conditions Roll 1D6 (Note: fuel skimming ops will always take at least one hour)
1. Ideal conditions exist for skimming fuel; fully refueling takes only 1D6 – Pilot Skill in hours
2. Good conditions for skimming operations; fully refueling takes 2D6 – Pilot Skill in hours
3. Variable winds make skimming somewhat difficult. Fully refueling takes 3D6 – Pilot Skill in hours.
4. High variable winds make skimming difficult. Fully refueling takes 4D6 – Pilot Skill in hours.
5. Radiation and high winds make skimming very difficult. Full refueling takes 5D6 – Pilot Skill hours.
6. Radiation, particulate atmospherics, and/or high winds make skimming extremely difficult and unpleasant. Fully refueling takes 6D6 – Pilot Skill hours, not including breaks.
Roll 1D6 in the event of a 1 hour required break-off for further complications:
1) No serious complication
2) ship system minor malfunction, roll 1D6 on appropriate chart below
3) serious ship system malfunction, roll 1D8 on appropriate chart below
4) Crewman injured as a result of severe atmospheric buffeting – 1D6 damage
5) conditions may change; re-roll 1D6 for Fuel Skimming Conditions but halve time result
6) Roll twice more on this chart with a D4
Minor ship malfunction due to gas giant skimming complications: (roll 1D6)
1) particulate atmosphere micro-scores streamlined surface of ship (top air speed –25%)
2) fuel scoops clogged and must be cleared manually (1 hr.) before refueling may continue
3) hydrogen filtration system needs 1D6 hours maintenance before continuing
4) passive sensors need 1D6 hours maintenance before they may be activated
5) avionics damaged, 1D6 hours for repair before skimming may continue
6) Roll twice more on this chart (ignore further 6’s)
Serious ship system malfunction due to gas giant skimming complications: (roll 1D8)
1) corrosive atmosphere penetrates shutters and hazes transparent viewports (polish to correct)
2) fuel scoops damaged – triple remaining time to refuel while damaged (4D6 hrs for repair roll)
3) hydrogen filtration system needs 2D6 hours maintenance before continuing to process fuel
4) passive sensors out -- 2D6 hours for repair roll
5) active sensors damaged – 2D6 hours for repair roll
6) landing gear jammed shut – 1D6 external maintenance will repair
7) weapon/defensive system damaged (randomly determine which), requires 1D6 hrs to repair
8) communications (including transponder) out, 3D6 hours for repair roll
Repair times may be reduced when more crewmembers are assigned to the task.
Roll to successfully repair as follows: 2D6 for a total of 9 or more; minimum required roll to repair is reduced by 1 for each point of the highest ENGINEERING and MECHANICAL skills in the repair party. If unsuccessful, (the repair party may be changed/augmented) try again after the required work time, but subtract 1 for each re-roll