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Misjumping into Lunion subsector

Even if you have to handwave power supply for low berths. Perhaps they're powered by a process that cannot supply more than a trickle of power, enough to keep a low berth ticking but useless for any serious power demand (Possibly something to do with the Subspace Heat Sink ;)).


Hans


No need to hand wave. Alpha & beta voltaics could do it.
 
There could be a place in some TU where people feel a life is worth any investment. My view of the Imperium is that they would not be so proactive but perhaps it's because I never analyzed the misjump (and survive) statistics for the game system I use since the folks I game with regard misjumps as something left more up to the GM than a die roll.

Boom, ship destroyed or misjumping and being months off course derailing a carefully planned adventure and campaign were not something to be left to the dice.

I guess if misjumps were common enough...
In CT, they're not happening unless risky.
In MT, every ship can expect to do so twice in a mortgage, and have minor relativity or exit issues every 1.5 years. (Note that a safe jump is NOT defined as a Safe Task in MT.)
In TNE, they're sadly common, tho not normally bad, but this has more to do with the equipment wear and skill rules than the misjump rules, as the actual rules for jump provide for a no-roll safe jump on a ship with no damage, refined fuel, and past 100D)

CT & MT, For any ship under 1300Td, RAW, the best self-rescue from a misjump is a fuel bay for an additional J1, as a jump capable subcraft is 100Td, and takes 130 tons when docked.

In TNE, given the 5td Inflatable Jump Missile (which inflates to 100Td), you still have to give it 10Td of fuel for it to jump, so that's 15 Td minimum, which means it's a cheaper option than additional J1 fuel for 150+tons. Given the alternate approach (the craft isn't inflatable, but JDrives minimum effective bubble size and fuel need is the same as for 100Td ships), you instead get a 15Td missile. This gives you a J1 missile to send a message. Given TNE's 1 year PP duration, on a misjump, it's go to half rations and slightly reduced O2, giving you 4 weeks, lethargic passengers, and a minimum 2 week wait for rescue.

T4, using the same design sequences as TNE, has the same issues.
 
It isn't specifically defined at all.

Which means, you have to roll the tasks as indicated in the flowchart. Which means there's always a chance of misjump, due to a natural 2 always being a mishap.

I suspect it is a case of unintended consequences, but still, TNE retained a minimum failure chance of 5%... but defines as an axiomatic that a safe jump is no roll. It's the first system in the traveller line to state so. (CT, it's 13+ on 2d6... so, without mods, you may as well not roll, because CT has no minimum success/failure chance.)

Note that, if you ignore just the bit about a fumble always being a mishap, even leaving the nat 2 always fails from MTRM p. 12, you get 1/36 jumps taking longer to initiate, but a cautious jump attempt will never misjump with a skilled engineer (7+, DM+4 for cautious, DM+1 for skill 1, minimum roll 2, before accounting for edu), you get only the simple failure, from a nat 2.
 
I've only GM'd one misjump and that was into an inhabited system. I think I'd purposely handwave a misjump to make sure the PC's ended up somewhere with a fighting chance.

That said, here is an alternative house rule: A misjump requires a gravity well to force the ship out of jump space.

If a misjump would end up in an empty hex you just move on to the next hex inline, and the next, etc. until you run into a star.

Add a random number of hours or days per additional hex, and the ship pops out 50d from the main star of the system it runs into. A misjump across the Great Rift could still be fatal if too many additional days depleted food and air, or 50d was still too close to a star; but it would result in more salvage/rescue incidents.
 
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