So, I'm still curious, what happens if you manage to intercept one of these ships with a spinal mount sized chunk of dense material moving at a high speed? Would they vaporize before hitting the planet? How long do you have to react assuming detection of jump exit?
To sort of give you an answer to your question...
It depends on which Traveller Game system rules you are using.
If you're using the rules that the 100 diameter limit includes Stars, then the maximum distance from a target using a jump where you can PERFECTLY predict the exit vector of a ship leaving Jump space and entering normal space, is 100 diameters from either of the World or the Sun - which ever places the exiting object at 100 diameters furthest away from the target. In other words, if a planet is well within a star's 100 diameter limit, then the sun's limit determines the closest it can get from jump space, otherwise, the planet's determines it.
My problem with Traveller's Jump Exit game mechanics in use since the start of Classic Traveller Onwards, is the lack of precision in what exactly is happening with the Jump and its Variability spent in Jump space.
Time: does time pass at a 1 for 1 ratio within a jump bubble as with the external to jump bubble normal space? For example, if I enter Jump space at 11:00 PM day 23:00:00, 100-1105 (Imperial reckoning by calendar date), and exit jump space after spending an additional 6% time in jump space (7 x 24 x 1.06) or 7 days, 10 hours 4 minutes 48 seconds, will it now be 09:04:48 108-1105? To the people aboard the ship, all of that time passed. To the rest of the universe, did that time pass, or did precisely 7 days pass?
If the former, where the time in jump space bubble matches the time spent in physical universe, the sun that the jump was targeted to end up in, has moved an addition distance that the 6% extra time in Jump space didn't account for. In addition, the planet itself will have moved a given distance to take into account the extra 10 hours, 4 minutes and 48 seconds of its own motion.
In the end, the exit point, having missed its intended target point of precisely 168 hours transit time in jump space, will no longer be pointing at the impact point of its intended target. Between the star's own motion and the planet's own motion, a near-C projectile will miss its intended target even if its original aim had been spot on! So the +/- 10% rules given in CT, largely imply that the object will miss its target.
The real issue is what happens when you take a maneuver drive, connect it to an asteroid, power it up, and point it towards where a given planet will be in a given time required to move the asteroid into a collision course.
WARNING! Talking about near-C rocks, or the issues involved with navigation and/or jump space trip duration and implications therein, will run into the issue that many people, playing different versions of Traveller, will disagree with the analysis or how Jump Drives work.
To give you an idea of how different game systems can truly be with regards to Traveller...
CT had it where you only rolled for miss-jump if your ship did not submit to the once per year maintenance interval, or used unrefined fuel, or jumped within a given distance of a planetary mass.
GURPS TRAVELLER requires that the Pilot make its skill roll on 3d6. The Navigator makes its roll versus skill on 3d6, and the Engineer makes its skill roll on 3d6.
The problem with the GURPS TRAVELLER approach versus CT is that the odds of all three skill rolls succeeding are less than the rules used in CT (which made jumps automatic). The odds of a crew with skill at 12 on 3D6, is a roughly 3/4 chance of success for one roll. But the odds (statistically speaking) of all three rolls succeeding is equal to the odds of each roll times the others. So: .75 x .75 x .75 = .4219 (Call it a 42% chance of successfully entering jump space in one attempt).
I'm sure others can chime in on the oddities of different systems versus the original CT version (not to mention TRAVELLER: THE NEW ERA's version of how the maneuver drives work!)
In the end? It will boil down to what YOU want to do with YOUR game. If people have fun playing in your game universe where the maximum speed of a ship using Maneuver drives is 10% the speed of light, then so be it. If Near C rocks can exist in your Traveller Universe, then so be it.
I will confess however - it is nice when you can ask a physics question and get an answer back.
For me, I guess, in the end, it boils down t the story and having some level of internal self-consistency where it comes to administering a game for my players. I really HATE the jump rules in GURPS TRAVELLER where the stellar masses can cause a ship to drop out of Jump space. It wasn't in the original CT rules, and it annoys me from time to time. My solution? Ignore the rule and not use it.
