Yet another critical technology is the problem of going near the speed of light.
Redo from another post on speed limits-
Re: the upper speed limit, I'm working within CT and with the missile supplement in play.
The missile supplement is important as it gives you a hard number for what 1 hit is re: joules.
The rule states that you add a hit for every multiple of 300mm closing speed between a missile and it's target.
300mm is 3Gs or 30000 km per 1000 seconds, or expressed another way, 30km/s or approximately .0001 C.
Missile supplement missiles are 50 kg total, so I am assuming 10kg of fuel burned on average before impact, 40kg at 30 km/s.
That yields 18 gigajoules, on the boom table something like 9x the power of a TLAM-C Tomahawk warhead. So even our commercial grade starship hulls can shrug off a lot if that is the damage threshold.
http://www.projectrho.com/public_htm...The_Boom_Table
On the other hand it means that even very low pokey 1G accel to jump distance can be fraught with peril if there is debris out there.
In practice I am assuming a rock big enough to be 40kg would show up on radar and ships will simply maneuver to avoid (a primary reason why pilots are on duty). Or in an asteroid field/ring, there is a much greater change of impact and you just go slow, period.
Large rock groups like the ones that generate meteor showers would be the space-going equivalent of reefs, charted and to be avoided. Corollary is unexplored systems will be full of uncharted 'reefs' waiting to wreck fast moving ships that are not prepared.
Further assumption- the threat is likely smaller rocks or debris that is unmapped and unremarkable, coupled with the need to go faster then 3G/.0001 C.
Heh, or maybe Sand fields from ships' sandcasters.
So a more typical issue would be something 1kg or less, what's the speed limit in that scenario?
Assuming the 18GJ per hit limit, something short of that.
Playing around with the joule/impact calculator, I get 189 km/s, or .00063 C, or 18.9Gs or 1890 mm.
THAT is your absolute safety limit. Beyond that, there are risks, or countermeasures to be taken.
Never knew you were playing with death at slow Traveller speeds, did you?
Now for Big Drama and going say .1C, 30000 km/s. The 1kg impact becomes 450 TeraJoules. Divided against the 18GJ hit value, that's 25,000 hits.
Well. Go for it speedy.
The other factor is probability of impact, which should be VERY low but not impossible, rising to near probably in asteroid belts, rings, orbit, rock fields, etc.
Right now my working rolls are
* 4D(6) per week for inner planet space,
* 5D(6) per week for outer planet space,
* 6D(6) per month for deep space,
* 3D(6) per hour for asteroid belts/rock fields or
* 2D(6) per hour for planets with rings or satellite/sentient space debris.
The (6) means all die must come up 6 in order for the impact to occur.
These objects were too small to be mapped or come up on radar ahead of time. Normally mapped or large objects are avoided with an easy skill roll, surprise objects like these are avoided when possible with a challenging skill roll.
Avoidance assumes mapping or detection. If the ship is shut down for stealth, then there IS no active sensor operating, passive sensors are on an absolute minimum on capacitors, optical guidance is the main tool, and maneuver thrusters are practically manual (direct emergency link to helm, difficulty level/-4 to every maneuver).
Under stealth AND unmapped conditions (no charts available), hit probabilities go up to all 4s, all 5s or all 6s. For stealth OR unmapped situations, rolls are for all 5s or all 6s. Under stealth avoidance is impossible.
When an impact roll comes up, roll 1d6/2 to determine the strength of potential impacts, then roll 1d6 for type and consult table below.
When avoidable, roll challenging skill roll or 11+ with pilot skill, ship G rating and evade program bonuses, or agility/computer for HG. 1 hit against ship per kg per multiple of 18.9 G of impact.
1- 1-3+ kg rock mapped but nav system didn't alert, easy skill roll, or as above but 4+ with 2 as a guaranteed failure. Roll 6d6 once for rock speed.
2- 1-3+ kg rock, movement is below damage threshold, damage is only ship speed.
3- 1-3+ 1 kg rock(s), roll to avoid per rock.
4-a cloud of ice too small for detection to discover in time, impacts occur, no chance to avoid, apply as per 1-3 1kg rocks.
5- add 6d6 G speed of object(s) impact into ship, roll again for type- no limit to G increase. Ignore in asteroid belts or planetary grav wells.
6- double impact strength, roll again for type- no limit to doubling.
For unmapped rock/ice fields, I would leave that to referee imposition. Wouldn't do it very often, but it should happen at least once to the players, or NPCs the players know, and definitely at least once for hardcore scouting/frontier smuggling beyond settled areas.
Implementing something like this even if you disagree with my numbers and assumptions makes for very interesting space terrain, tactical or hide and seek play options, and a sense of 'no really you are in space and you can die' if you choose to exceed safety limits, or even just moving at all.
And this feel is what I am trying to go for in terms of making for drama, risk, etc., even in a merchant run.
Haven't done it yet, but I expect the numbers are scarier for solar flares.