Playing the heck out of GG Skimming...
If you look at pg. 43 of Sup 5, there's plenty of rules there you can modify for civilan vessels skimming at gas giants.
Pilot skill can come into play as a beneficial DM on some of the throws.
BUT, WHY DON'T YOU TRY THIS...
A rule I've used in my games focuses on the ship's pilot and navigator. Have the Navigator throw 2D and add Nav skill. This represents the navigator's best attempt at giving the pilot a course through the least dangerous areas of the GG's upper atmosphere.
Then, as the ship acutally follows that course in order to skim, have the pilot throw 2D minus Pilot skill, trying to roll the Nav number or less.
If the pilot's roll is less than the Nav number, then the ship made it through the GG's atmo without incident. If the pilot's roll is greater than the Nav number, then roll damage on the ship as if it were hit in space combat (Book 2 damage table). The ship's engineer can effect repairs per normal space combat rules (one roll of 9+ allowed per 15 minutes).
It takes 3D minus pilot skill trips through the GG like this to completely refuel the ship. Each trip takes about an hour to perform. The average time, according to The Traveller Book, to refuel at a GG is 8 hours. The average roll on 3D is 10, and if you subtract the average competent pilot skill of Pilot-2, you get an average of 8 hours using this method.
The navigator can make course adjustments to his initial skimming flight plan each trip, so allow the navigator to re-roll the Nav roll at the completion of one trip. If the Nav roll is high, he'll stick with the original plan and not alter course.
Using this rule, your PCs Navigators and Pilots can take this opportunity to shine.
Engineers, and the rest of the crew, if not fixing turbulance damage, can be busy overseeing the refueling process. GMs may want to get creative with Hull or Cargo Bay damage results from damage, instead describing how the LHyd influx pipe is cracked with all the buffeting, and now liquid hydrogen is filling up engineering compartment C. Or, some such creative problem the players will have to deal with. Maybe an antenna was blown off the hull of the ship, and once the vessel is out of the upper atmosphere of the GG, someone will have to go EVA on the hull to fix it. Or, maybe an intake baffel was damaged, and the engineer has to shut it down. Now, refueling will take twice as long--exposing the ship to more damage.
The GM's imagination is the limit.
On the rolls above, GMs may wish to address character stats. Simply pick a number, in the normal CT way, and say, "If the Navigator has EDU 9+, then he'll add +1 to his Nav roll." Or, maybe "If the Pilot's DEX is 10+, allow a -2DM on the 3D roll that determines the number of trips required to skim a full tank."
Something like that.
BTW, if you're a UGM user, you can easily use the UGM tasks to include stats on these rolls.
Let's look at an example.
Luukhan Pershiire is navigator for the Type A2 Far Trader ADROIT PURSUIT. He's got Navigation-2 and EDU 7. Using the suggested stat DMs above (that I made up on the fly...you may want to put some more thought into them for your game), Luukhan will plot the course the PURSUIT will take through the upper atmosphere of the gas giant filling its bridge port.
He rolls 2D and gets a 4. +2 for skill. The Nav roll becomes 6.
Now, the pilot must dive through the gas giant, using the navigator's plot.
The ship's pilot is Dexter Bryte, Pilot-1. He'll roll 2D -1, attempting to throw 6 or less. This represents about an hour of time in the game as the pilot dives through the gas giant's upper atmo with fuel cocks open.
Dexter throws 8 on the dice, minus 1, which equals 7. Not so good.
The GM then throws on the Book 2 damage table as if the ship had been hit in space combat. The result is hull damage. Being nice, the GM decides that the pressures in the atmo of the gas giant cracked the seal on the port cargo airlock. It's nothing to worry about now, as the inner lock hatch will keep the cargo deck's integrity. But, it will be expensive and.or time consuming to repair. Maybe it's just the seal that needs replacing, and maybe the door has buckled under the strain of ship's maneuvers and high G. The engineer won't know until he can get outside, either by Vacc Suit or while the ship is dirtside, to check it out.
The "cheap" method of skimming fuel for free just became a little more costly than expected.
The GM, giving the PCs a relatively inconsequential problem (they've just got to fix the outer cargo hatch at this point, and that can be done later) has already decided that if another hull result pops up from a failed pilot roll, then the inner lock may go next, exposing the cargo deck to explosive decompression (and now we're talking damage to the cargo as well).
Depending on the player playing the ship's engineer, a GM may want to give the engineer an heads up on this. Maybe the GM will give the engineer a roll to assess the damage.
If he makes it, the engineer may say to the captain, "Cap'n, that's a pretty hard blow she took during that last maneuver. I dunno if the outer hatch will hold. We may want to think about abortin' the skim and headin' back dirtside to buy some fuel."
"That's two days travel and 500 credits a ton, chief. Are you sure?"
"Well, it's your call, Cap'n. But, if we press on, I'd at least want to decompress the hold."
"We've got live cattle down there, chief! We can't do that!"
"Damage 'll be more costly if the inner hatch buckles and we loose the cattle plus other cargo. I say we head dirtside."
"We just don't have the credits, chief. We blew it all on the spec cargo in the hold. We can't even afford 100 credits a ton for the unrefined stuff. The cattle is the least expensive cargo we're carrying. Let's re-tool our flight plan and give 'er another go."
"Your the boss, skip."
So, at this point, the GM determines how many trips it will take the PURSUIT to dive through the gas giant and skim enough fuel to fill the ship's tanks.
Secretly, the GM rolls 3D -2 behind his screen. The -2DM is for Pilot skill. The pilot's EDU is 5, so there's no extra DM bonus there.
The GM makes this roll in secret because, although the navigator can predict how long his flight plan will take to complete, there are several factors in fueling that are unpredictable--density of LHyd being one of them; amount scooped in a trip being another. Turbulance is another factor. So, I suggest making this roll in secret. The navigator's prediction of how long skimming will take is equal to the average of a 3D roll minus pilot skill. The average of 3D is 10. Subtract pilot (Dexter is Pilot-2) and get an average of 8 hours.
So, in secret, the GM makes this roll. He throws 3D and gets 7. Minus 2. It will take 5 trips, at about an hour each, to refuel the PURSUIT.
This is a fairly fortunate roll, but the players really have no idea of their good fortune at this point. It could be 16 hours for all they know.
On trip #2, the ship's navigator thinks he can do better, so he re-tools the nav plan and makes the nav roll again. But, this time he does even worse. He throws 2D and rolls snake eyes. +2 for skill, and the new Nav roll becomes 4.
Oh crap. This is a tough one. The GM describes the PURSUIT diving into the GG and then getting broadsided by a atmospheric storm. It's a vortex, or a tornado, swirling around at impossible speeds. If the pilot misses his roll, then the GM is determined to make whatever space combat damage that pops up much worse than the first time.
It's a tense situation. The entire ship is rattling. Had there been passengers aboard, the GM might have one of them throw up. At the minimum, a roll on the NPC reaction chart to reflect the passenger's demeanor against the crew would be in order. The PURSUIT's captain, though, was smart. He didn't bring civies with him while skimming. This was strickly a spec trade run.
So, the pilot needs to roll 4- on a throw of 2D -2. He throws, gets a 6 on the roll, and modifies it to a 4.
YEAHH!!!
The entire gaming table explodes. The player playing the pilot is beaming.
The GM describes how, deftly, the pilot rolled the ship, taking the main turblance from the vortex on the aft section of the vessel. Then, he increased the thrust and escaped the vortex, up through its center, before the ship hit the other side.
"Good thing," the GM says, remembering that he was about to let the players have it bad with damage, "that thing was the size of Canada. Your pilot here got you out of it. And now, you've got more fuel in your tanks, but not enough. Care to continue?"
Behind his screen, the GM makes note that 2 of the 5 hours for refueling are completed.
"How full are the tanks?" The player playing the engineer says.
But, the GM, not wanting to tip off the secret time roll, doesn't tell him they're 40% full. He downplays it a bit, to throw the players off."
"You look at the gauge," the GM says to the player, "it reads 18.547% full."
Boosted by the fantastic performance by the ship's pilot, the navigator attempts a third time to alter his course prediction. He makes the Nav roll again. 2D +2. This time, he rolls 8, plus 2, equals 10.
Not a bad roll this time. With the pilot's -2DM, it's as good as one can get. Even if the pilot rolls a 12, his DM will get him under 10.
So, from here on out, the Nav will stick with this plan. It's the best that can be done.
And, all piloting rolls will automatically succeed now, given the Nav's roll.
So, the GM decides to cover the remaining three trips quickly.
"When you dive back down into the gas giant, you see smooth clouds. It's the far side of the storm you hit, and it looks like smooth sailing. Three hours, three dives later, you're done. Full tanks, and one damaged port cargo hatch. It got a little tricky there for a moment, but you made it. You hear a 'moooo' from the cargo deck. Maybe it was one of the cows down there thanking you. Are we moving to jump point now? Or, do you want to go EVA and check out that cargo hatch before the ship jumps...?"