Supplement Four
SOC-14 5K
Inertial Compensation - Optional Rule
And ... Official Escape Velocity Rule
Bob McWilliams (the author of GDW's Adventure 4: Leviathan) came up with what I think is a clever rule in response to an Andy Slack article in White Dwarf Magazine.
What Bob said was: A ship's maneuver drive number rates not only the ship's M-Drive but it's inertial compensation too. So, the deck plates on a ship can be set an any G rating up to equal the M-Drive rating. Whatever the G rating set for the interior G-field, the balance was left for thrust.
For example, a ship rated with a 5G M-Drive could accelerate the ship at 3Gs, using 2Gs for inertial compensation--leaving the crew comfy in a 1G field. If the drive were set to 4Gs, then only 1G would be left for inertial compensation, and the crew would be uncomfortable stuggling as if they were on a high gravity world under 3Gs.
A ship with a 1G M-Drive accelerates at 1G, leaving 0 Gs for compensation, but compensation is not required because the crew is subjected to only 1G of thrust.
In order to figure the G rating for the interior of the vessel, simply subtract the inertial compensation rating from the thrust rating.
1G thurst - 0G compensation = 1G.
3G thrust - 2G compensation = 1G.
4G thurst - 1G compensation = 3G.
Equipment such as pressure suits, acceleration couches, or even some pressure-resistant vacc suits can be used to offset high G penalties.
Andy Slack, in his White Dwarf article that Bob was responding to, suggested that crew members take 1D damage for every G over 1G that the crew endures. So, in the example above, where the 5G starship sets drives to 4Gs, leaving only 1G of compensation, the crew would take 2D damage for the time spent in the 3G field. But, as I mentioned above, crew in acceleration couches would take no damage (or reduced damage, at GMs option). Crew in pressure suits would take no or reduced damage as well.
GMs may want to take this a step further and impose a penalty for tasks that are performed while under high G. I suggest a -1DM penalty pr every G over 1G (just like Andy's damage above) exposure. So, for a 5G ship, accelerating at 4Gs with inertial compensation set to 1G, the crew suffers in a 3G field, taking 2D damage and penalized on task checks with a -2 DM. Of course, crew in acceleration couches may take no penalty. Pressure suits may reduce or elminate the penalty as well.
This is an interesting aspect to Traveller that I use in my game. Not only does it give the ship's pilot an interesting choice during play, but it also makes discovering another ship's M-Drive rating much harder than it was before.
In Traveller, because fuel is realitively inexpensive when in normal space, a ship will travel at its highest speed, at full M-Drive thrust, to the half way point of its journey. Then, it will flip and decelerate at full thrust the other leg of the way.
Observing ships can immediately tell the M-Drive ratings of ships because those targets are always moving at their highest velocity.
With this new optional rule, that observation becomes a bit more tricky. If a ship is accelerating towards your craft at 1G, it's hard to tell if that ship has a M-Drive rated at 1G or 2Gs. The ship could easily have twice the thrust power than is evident--which can play a major role in starship combat.
Also, this type of play allows for ship captain to have "emergency High-G thrust". If the klaxon goes off, alerting the crew that combat maneuvers are imminent, then all rush to their assigned stations and acceleration couches as the crew is about to be exposed to 2+ Gs.
If you would like to read an exciting exerpt froma good novel that deals with this sort of thing, click HERE to read the first few pages of Peter F. Hamilton's The Reality Dysfunction. It's a hell of a space fight that book kicks off with--perfect for Traveller.
An Often Ignored Official CT Rule...
ESCAPE VELOCITY
With this optional rule, I'll also note an Official Classic Traveller rule that many people do not know or observe (probably because the rule gets murky in other Traveller editions). And, that rule is that if a ship's M-Drive rating is less than the G field of a world, then that ship cannot land on the world (because it won't be able to make escape velocity to leave the world again).
This is only a problem with ships that have 1G M-Drives. Those ships cannot, in CT canon, land on worlds of size 8+. They need to dock at high ports and use shuttles or ship's vehicles to reach dirtside.
Again, this rule is basically forgotten about in later editions of Traveller, so you might want to ignore it too. But, I think it's a fun rule that adds a lot of detail to the Traveller universe. I use it in my game.
When vessels do land on worlds, they use some part of thier drives to remain afloat, with the rest of the drive directed towards thurst. This means a ship with a 1G drive doesn't make escape velocity as if it had 1G of thrust. Look at the table on pg. 37 of Book 2. Subtract the world's G field from your ship's G rating. That will give you how much thrust your ship can produce on any given size world.
For example, if a ship with a 1G drive lands on a Size 7 world, the ship will move as if it's drive were rated at 0.125 Gs. You should use that whenever using the Travel Formula when inside the world's gravitational field.
And ... Official Escape Velocity Rule
Bob McWilliams (the author of GDW's Adventure 4: Leviathan) came up with what I think is a clever rule in response to an Andy Slack article in White Dwarf Magazine.
What Bob said was: A ship's maneuver drive number rates not only the ship's M-Drive but it's inertial compensation too. So, the deck plates on a ship can be set an any G rating up to equal the M-Drive rating. Whatever the G rating set for the interior G-field, the balance was left for thrust.
For example, a ship rated with a 5G M-Drive could accelerate the ship at 3Gs, using 2Gs for inertial compensation--leaving the crew comfy in a 1G field. If the drive were set to 4Gs, then only 1G would be left for inertial compensation, and the crew would be uncomfortable stuggling as if they were on a high gravity world under 3Gs.
A ship with a 1G M-Drive accelerates at 1G, leaving 0 Gs for compensation, but compensation is not required because the crew is subjected to only 1G of thrust.
In order to figure the G rating for the interior of the vessel, simply subtract the inertial compensation rating from the thrust rating.
1G thurst - 0G compensation = 1G.
3G thrust - 2G compensation = 1G.
4G thurst - 1G compensation = 3G.
Equipment such as pressure suits, acceleration couches, or even some pressure-resistant vacc suits can be used to offset high G penalties.
Andy Slack, in his White Dwarf article that Bob was responding to, suggested that crew members take 1D damage for every G over 1G that the crew endures. So, in the example above, where the 5G starship sets drives to 4Gs, leaving only 1G of compensation, the crew would take 2D damage for the time spent in the 3G field. But, as I mentioned above, crew in acceleration couches would take no damage (or reduced damage, at GMs option). Crew in pressure suits would take no or reduced damage as well.
GMs may want to take this a step further and impose a penalty for tasks that are performed while under high G. I suggest a -1DM penalty pr every G over 1G (just like Andy's damage above) exposure. So, for a 5G ship, accelerating at 4Gs with inertial compensation set to 1G, the crew suffers in a 3G field, taking 2D damage and penalized on task checks with a -2 DM. Of course, crew in acceleration couches may take no penalty. Pressure suits may reduce or elminate the penalty as well.
This is an interesting aspect to Traveller that I use in my game. Not only does it give the ship's pilot an interesting choice during play, but it also makes discovering another ship's M-Drive rating much harder than it was before.
In Traveller, because fuel is realitively inexpensive when in normal space, a ship will travel at its highest speed, at full M-Drive thrust, to the half way point of its journey. Then, it will flip and decelerate at full thrust the other leg of the way.
Observing ships can immediately tell the M-Drive ratings of ships because those targets are always moving at their highest velocity.
With this new optional rule, that observation becomes a bit more tricky. If a ship is accelerating towards your craft at 1G, it's hard to tell if that ship has a M-Drive rated at 1G or 2Gs. The ship could easily have twice the thrust power than is evident--which can play a major role in starship combat.
Also, this type of play allows for ship captain to have "emergency High-G thrust". If the klaxon goes off, alerting the crew that combat maneuvers are imminent, then all rush to their assigned stations and acceleration couches as the crew is about to be exposed to 2+ Gs.
If you would like to read an exciting exerpt froma good novel that deals with this sort of thing, click HERE to read the first few pages of Peter F. Hamilton's The Reality Dysfunction. It's a hell of a space fight that book kicks off with--perfect for Traveller.
An Often Ignored Official CT Rule...
ESCAPE VELOCITY
With this optional rule, I'll also note an Official Classic Traveller rule that many people do not know or observe (probably because the rule gets murky in other Traveller editions). And, that rule is that if a ship's M-Drive rating is less than the G field of a world, then that ship cannot land on the world (because it won't be able to make escape velocity to leave the world again).
This is only a problem with ships that have 1G M-Drives. Those ships cannot, in CT canon, land on worlds of size 8+. They need to dock at high ports and use shuttles or ship's vehicles to reach dirtside.
Again, this rule is basically forgotten about in later editions of Traveller, so you might want to ignore it too. But, I think it's a fun rule that adds a lot of detail to the Traveller universe. I use it in my game.
When vessels do land on worlds, they use some part of thier drives to remain afloat, with the rest of the drive directed towards thurst. This means a ship with a 1G drive doesn't make escape velocity as if it had 1G of thrust. Look at the table on pg. 37 of Book 2. Subtract the world's G field from your ship's G rating. That will give you how much thrust your ship can produce on any given size world.
For example, if a ship with a 1G drive lands on a Size 7 world, the ship will move as if it's drive were rated at 0.125 Gs. You should use that whenever using the Travel Formula when inside the world's gravitational field.