• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Operational Level High Guard Gaming

And it's a lot of work that makes the very abstract nature of HG operational rules very clearly an abstraction for general applicability. When HG was written, the number of GG's was still a matter of referee fiat...

Plus, if the distance exceeds 60° of arc, two GG's are essentially at least as far apart from each other as from the main world... and if more than 120° apart, double that.

For a G_V dwarf system, taking HG as a model... but making it into an actual operational system...

If we want 1 week turns, the "hex size" is 7*24*60*60*10 m (the accumulated vector) times 7*24*60*60 (the action time of accumulated vector), and ignore that that's 50% over 1 turn's burn as a simplification... and that's 24 AU... anything less than Orbit 8 is within a week at 1G. At 2G, anything inside orbit 9...

At 2 days, 1 AU is just about 0.5 hexes...
At 1 day turns, 1 AU is 2 hexes...


Hence the usefulness of microJumps.. when the distances between the outter gas giants and or planets have more than 1 week travel time at Mid to High G. :)

Also one sees the Tactical importance the actual outlay of a system would have.
 
Hence the usefulness of microJumps.. when the distances between the outter gas giants and or planets have more than 1 week travel time at Mid to High G. :)

Also one sees the Tactical importance the actual outlay of a system would have.

At 4+G, like most Traveller warships, you basically can hit anything inside orbit 10. Which means you've basically filled any dwarf star's orbits...

that "outsystem" already IS the Kuiper Belt... at least for sizes V & VI.
 
Hence the usefulness of microJumps.. when the distances between the outter gas giants and or planets have more than 1 week travel time at Mid to High G. :)

Also one sees the Tactical importance the actual outlay of a system would have.

But if they jump, they'd have to refuel again. Isn't that an ongoing problem for an invader until they've achieved superiority over a GG?
 
That would depend on how 'by the book' your setting is.

It is a rare system that would have no ice asteroids, comets or even dwarf planets with atmospheres or 'hydrospheres' - all of which can provide the hydrogen you need to refine into fuel.

Your ships need to maintain at least a jump 1.1 to 1.5 fuel reserve to absorb battle damage and still allow a jump outsystem to your secret refuelling station.

So you options are:
build ships with enough fuel for jump 1 after they have jumped insystem - so 21-25% of the ship needs to be fuel
or build ships with 11-15% hull tonnage as fuel and use drop tanks to jump to the inner system.
 
Back
Top