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Microjumps

kafka47

SOC-14 5K
Marquis
Microjumps (<1 parsec) have long been established in canon. Other than for military or tactical advantage, what interesting stories can you share using microjumps, as I was thinking of integrating it into a scenario where a computer is controlling a ship.
 
Getting around in a large solar system is another of the main uses for microjumps in canon. If your maneuver drive would take longer to get you there (wherever there is) then a microjump is worth considering.
 
Are there any actual rules for microjumps? I assumed IMTU that they were very short in duration (less than 1 second) and somewhat hazardous (higher chance of misjump; lower degree of severity of misjump, generally), but I've made them up out of whole cloth.

I'd like to know:

1. Difficulty rules, if any.
2. Time required to jump -per- distance jumped.
3. Fuel requirements.
 
Originally posted by princelian:
Are there any actual rules for microjumps? I assumed IMTU that they were very short in duration (less than 1 second) and somewhat hazardous (higher chance of misjump; lower degree of severity of misjump, generally), but I've made them up out of whole cloth.
Princelian,

Well, officially micro-jumps are just like any other jump. Whether you're jumping one mm, one km, one AU, or one parsec it is all the same, plotting time, precautions, fuel requirements, duration, the whole enchilada. A jump is a jump is a jump. Rather boring actually.

On the other hand, YOUR rules concerning micor-jumps sound quite fascinating from the snippet you posted. Would you care explain further how micro-jumps work IYTU? I know that I'd love stea^^^^ ahem read about your ideas and I'm certain others would too.


Have fun,
Bill
 
Microjumps become useful when travelling more than 200 AU (at 1g) or 1200 AU (at 6g). That is time based, not fuel based. Microjumps still take 1 week and use 10% fuel, like a regular jump. My distances assumed accellerate for 1/2 trip and then decellerate for the other half.

Alpha Centauri to Proxima Centauri is probably a good MicroJump. So would Zeta1 Reticula and Zeta2 Reticula (about 0.1 LY apart).

Depending on the M-Drive system (Traveller Version) you use, you will get different distances if you wanted to go for the fuel savings instead of time.
 
IMTU microjumps still last a week, useful in system for distances over a week away on thrusters. But there are other uses.

Once a group micojumped to avoid a stellar flare, reappearing after the event occurred. Complete ghouls they trained their not iconsequential scanners on the destruction to sell the first footage to the newsnets when they jumped out.

Oh dear,what a shame. They misjumped way into Zho space with a busted ship and no money and the FFW brewing. That'll teach them.
 
Gentlemen--
For stea--ahem reading at leisure...

IMTU
Navigational task difficulties-one step less than a J-1+ as distance is less (insert Trav system of choice mechanic of choice here)

Time to engage jump-0--two minutes is required to cycle up J-1+; time to cycle up J-0 is half of that (or 1-minute, once nav program has established path logged in)

Time in jump--staying within the OTU-jump-verse of the game, & within the gravity plane of the same system this works out to be 144hrs (6 days) + or - 12 hours (totals within 132-156hrs).

J-0 engines, available at TL-9, primarily used for far system travel to far outposts, use the same amount of fuel as a J-1.

Cost is 75% of a J-1 drive, size is 75% of a J-1 drive (using TL-9 pricing), although fuel requirements remain the same.

IMTU Fuel reduction does not occur until TL-13+ (the 1/2 fuel rule).
 
IMTU, Microjumps use half the fuel of a J1, take a week, and max at a light-year. A microjump only drive is TL9, 1% of the hull, and uses the standard 5x drive volume fuel.

I've had players use jumps in-system for a variety of purposes. In one case, to evade combat! They plotted for the same world... and came out a week after the battle was over.

Many times, microjumps have been used in TNE to get to a different world in system; in TNE it's the only time-useful way to do it; in-system trade is usually by jump, as it reduces the amortization costs of a cargo trip for almost any cargo vessel.
 
Hi !

I treat a microjumps just as regular jumps, with
a generally fuel requirement of 0,1MJn, where minimum fuel requirement is that of one jump unit (MT ruleset) = 57.5 kl = 5 dTon.

Anyway IMTU special jump unit constructions (still 1 dTon volume) allow even lower fuel consumptions down to 1 dTon/microjumps.


Regards,

Mert
 
Someone here mentioned navigation obstacles. There is an interesting gem, whilst the SPA, Scout service, Naval Auxilleries do everything they can to keep the flight paths clear in the approach to the Main World. When things get further out or in a different milieu (IW, 0,or TNE spring immediately to mind), then things could get much hairier. Whilst, they are not likely to jump into a comet (as that would be a catastrophic misjump) they could be directly in front of potentially more dangerious in the tail.

Spaceports would have limited capacity to broadcast this information throughout a system relying on good old fashioned radar dishes. That combined with a lack of coordination based on hinderance such as TL, relations with the SPA, a growing independence movement, etc.
 
^ IMTU, micro-jumping is pretty common. In one system in particular, jump masking often hinders direct jumping to the vicinity of the main points of interest. It is a system consisting of a giant orbitted at 50AU by a yellow dwarf companion and at 200+AU by a white dwarf (captured sometime after the system coalesced).

Most vessels plot a precip near the yellow dwarf then plot a micro-jump to the main world orbiting the giant. The patrol maintains a station in orbit of the yellow dwarf to monitor traffic.
 
Thanks for all the input on your TU's and microjumps. Here are the assumptions and rules I've used:

</font>
  • A microjump enters only the lowest "band" of jumpspace, the part "closest" to the real universe. (I used this concept long before I read On Basilisk Station.)</font>
  • A microjump is used for interplanetary scale (~150 or less AU) distances. If you were travelling 0.1 LY (6000+ AU), you'd need Jump-1, with all the normal rules applying.</font>
  • If you're microjumping from clear space to clear space (e.g., 100D from mainworld to 100D from secondary world), the difficulty is normal.</font>
  • Trying a microjump within 100D has the usual hazards associated with misjump, although the misjump is more likely to be short-range (because you're not (deliberately) entering the deeper, higher-energy regions of jumpspace).</font>
  • If you're microjumping in/to "cluttered" space (e.g., in the middle of battle with small-but-present masses around you and maneuvering to change those gravitational vectors), the difficulty is [-2 DM in 2d6; ~+4 DC in d20].</font>
  • As the majority of the fuel consumption for jumping is the breaching of j-space from n-space, there is still a significant fuel consumption, but it's 1/2 the amount used for J-1. (Again, beating a dead horse here, microjumps don't enter "deeper" j-space.)</font>
  • The "microjump" region of j-space is close to the normal time domain, physics-wise, so crossing the distance between points takes very little time. Deeper j-space is somewhat disconnected from causality, which is why it's the same amount of time for J-1 and J-6 and a J-36 misjump. Microjumps aren't nearly as *fast* as normal jumps (J-1 is ~150c; J-0 is ~30c).</font>
  • Consequently, J-0 across 100 AU takes about 30 minutes. A J-0 crossing 1 AU takes less than a minute.</font>
  • The Imperial Navy officially frowns on the use of microjumps (which they refer to as "hops") in combat, as the added chance of ship's destruction potentially removes an asset, but several Starbursts for Extreme Heroism have been granted to ship captains who use them to good effect, as well. Generally speaking, if a captain orders J-0 in combat and doesn't have a damned good reason (or demonstrably impressive outcome like destroying the enemy flagship), he could lose his command. On the other hand, if it works, he could be commended for insanity, uh, I mean bravery in the face of the enemy.</font>
 
Originally posted by Aramis:
I've had players use jumps in-system for a variety of purposes. In one case, to evade combat! They plotted for the same world... and came out a week after the battle was over.
Yeah, mine did something similar. They were SolSec agents escaping from Luna at the start of the Rebellion. A battleship was chasing them, but they didn't have time to calculate a jump so they used their current position. They reappeared during the Solomani invasion and nearly got shot by their own side!
 
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