Hi all,
Jump tapes are on page 71 of my copy of TTB. You either need Generate program running, or a jump tape that costs Cr10,000 per jump number.
This (no doubt intentionally) could cause a problem for the crew of a new Type A with their MCr1 budget for programs. By the time you've bought Manoeuvre, Jump-1, and Navigate, you've spent MCr0.6 and probably can't afford Generate at MCr0.8. Unless the party has someone with Computer and Navigate skill who can write one of the basic programs, they have to use jump tapes at Cr10,000 a pop at least for their first few runs until they save up enough for Generate.
I suggest letting the PC navigator risk making a Navigation throw instead of using a jump tape. The task would be up to the ref; Beltstrike suggests throw 9- to avoid a navigation error, DM-1 per level of Navigation, navigation error puts you down 2D million km from target. (I might allow another -1 for EDU 10+.)
The Beltstrike throw means navigational mishaps are impossible if the navigator has Navigation-3 or higher. I would make it throw 14- on 3D, and I would add a DM of +1 per jump number, so it's roughly the same success odds for a jump-1.
This gives us another risk-reward trade-off for the party to consider.
A ship that has had Navigation mishaps might also get a bad rep among cargo brokers and passenger agents. 12m KM at 1G is nearly a whole extra day on the journey.
Jump tapes are on page 71 of my copy of TTB. You either need Generate program running, or a jump tape that costs Cr10,000 per jump number.
This (no doubt intentionally) could cause a problem for the crew of a new Type A with their MCr1 budget for programs. By the time you've bought Manoeuvre, Jump-1, and Navigate, you've spent MCr0.6 and probably can't afford Generate at MCr0.8. Unless the party has someone with Computer and Navigate skill who can write one of the basic programs, they have to use jump tapes at Cr10,000 a pop at least for their first few runs until they save up enough for Generate.
I suggest letting the PC navigator risk making a Navigation throw instead of using a jump tape. The task would be up to the ref; Beltstrike suggests throw 9- to avoid a navigation error, DM-1 per level of Navigation, navigation error puts you down 2D million km from target. (I might allow another -1 for EDU 10+.)
The Beltstrike throw means navigational mishaps are impossible if the navigator has Navigation-3 or higher. I would make it throw 14- on 3D, and I would add a DM of +1 per jump number, so it's roughly the same success odds for a jump-1.
This gives us another risk-reward trade-off for the party to consider.
A ship that has had Navigation mishaps might also get a bad rep among cargo brokers and passenger agents. 12m KM at 1G is nearly a whole extra day on the journey.