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Variant Jump Rules

Spinward Scout

SOC-14 5K
Baron
Hello Everyone!

I've been trying to find variant Jump rules to use in a campaign. Now, I don't remember where I heard this, but someone had mentioned that as the TL moves up, the fuel required to Jump is less than the TL before. Is this true? And where would I find that rule? Does this effect fuel usage for other systems as well? So I guess what I'm looking for are variants for:

Distance
Duration
Fuel Usage
Misjump

Any help would be great!

Scout
 
Either or. I've been thinking along the lines of reducing jump fuel requirements for each TL past the introduction of the drive. Jump 1 is invented at TL9, and the fuel use is 10% of total ship tonnage, if I remember right. By TL 10, there should be a reduction in the fuel use of the drive to do a Jump 1, I would think. I've been looking at halving the fuel use per TL. At TL10, the fuel use per jump for a J-1 ship would be 5%, at TL11, 2.5%, at TL12, 1.25%, at TL13, 0.625%, at TL 14, 0.3125%, at TL15, 0.15625%. But that's not working out well, since at TL15 with the same fuel tankage (i.e. 10 tons of fuel) the jump 1 ship can do 64 jumps. And that seems a bit much to me. Unless I throw in a mandatory minimum of 1 ton of fuel per parsec - then the ship can do 10 jumps before refueling. That works a lot better. Also, I was thinking about reducing the size of the drives as well per tech level. What I'm trying to find is any rules in any system (canon or house rules) that covers something like this. I don't have any of the FF&S books, tho.

Any help would be great!

Scout
 
Well way back I posted some ideas I had, basicly for each level your drive exceeds the jump number you are making you save 10% of the base feul

Well I couldn't get the table to display right so, the first % is canonical 10% of ship displacemnet per jump number. The second % is heretical cost in % of hull size.


J-1
1 parsec 10% 10%

J-2
2 parsec 20% 20%
1 parsec 10% 9%

J-3
3 parsecs 30% 30%
2 parsec 20% 18%
1 parsec 10% 08%

J-4
4 parsec 40% 40%
3 parsec 30% 27%
2 parsec 20% 16%
1 parsec 10% 07%

J-5
5 parsec 50% 50%
4 parsec 40% 36%
3 parsec 30% 24%
2 parsec 20% 14%
1 parsec 10% 06%

J-6
6 parsec 60% 60%
5 parsec 50% 54%
4 parsec 40% 32%
3 parsec 30% 21%
2 parsec 20% 12%
1 parsec 10% 05%
 
That's pretty cool. Thanks! Yeah, this is the type of stuff I'm looking for. I also remember seeing a web page somewhere that has variants for Jump drive - would anyone know what page I'm talking about?

Any help would be great!

Scout
 
I also had an idea for faster jumps. For each level your drive exceeds the jump number you can shave 20 hours off the jump time.

For example:

J-1
1 parsec 140 140

J-2
2 parsec 140 140
1 parsec 140 120

J-3
3 parsec 140 140
2 parsec 140 120
1 parsec 140 100

J-4
4 parsec 140 140
3 parsec 140 120
2 parsec 140 100
1 parsec 140 80

J-5
5 parsec 140 140
4 parsec 140 120
3 parsec 140 100
2 parsec 140 80
1 parsec 140 60

J-6
6 parsec 140 140
5 parsec 140 120
4 parsec 140 100
3 parsec 140 80
2 parsec 140 60
1 parsec 140 40


This is the base time required there is a variable of +/- 24 hours.

To get the time savings you have to spend more feul, one jump number higher. So to jump 1 hex in 40 hours +/- 24 you have to spend 60% of the hulls volume in jump feul, and have a jump 6 drive.
 
If you want some extreme variants, there's an article in JTAS Online called "Across the Galaxy" that has each jump rating being equivalent to 1000 parsecs (so J6 would take you 6000 pc away!). Makes the galaxy a lot smaller, and also means you get to more interesting places (you also need to have your habitable worlds spread much further apart too...)
 
You could combine the two for example,

A jump-6 ship is jumping 2 hexs

He want to get there sooner and cheaper, He wants to get there 40 hours sooner and cheaper.

the base jump is 2, + 2 for faster, that makes it a 4 difficuly, the jump 6 chart shows this to cost 32% of the hull volume in feul.
 
If you want some extreme variants, there's an article in JTAS Online called "Across the Galaxy" that has each jump rating being equivalent to 1000 parsecs (so J6 would take you 6000 pc away!). Makes the galaxy a lot smaller, and also means you get to more interesting places (you also need to have your habitable worlds spread much further apart too...)
I prefer gentle nudges to exterme change. That's why i don't use the optional 1/2 jump feul rule.
 
I've also got a jump varient on my Traveller website. It uses the jump capacitors to power your jump drive rather than using hydrogen.
 
TNE used a similar jump fuel formula to MT, here is a table I constructed once based off the fuel formulae in FF&S:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> hull % as fuel for
Jno. JD% J1 J2 J3 J4 J5 J6
1 2 10 - - - - -
2 3 7.5 15 - - - -
3 4 6.7 13.4 20 - - -
4 5 6.25 12.5 18.75 25 - -
5 6 6 12 18 24 30 -
6 7 5.8 11.6 17.4 23.2 29 35</pre>[/QUOTE]
 
A possible variant is to allow higher TL drives to use fuel at the reduced rate,
e.g. a TL15 jump 1 drive would take up 2% of the hull but only use 5.8% of the hull for jump fuel.
 
Keeping the ratios for fuel efficiency at higher TL's but switching to 10% fuel per jump number (for highest jump number only gives:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> hull % as fuel for
Jno. JD% J1 J2 J3 J4 J5 J6
1 2 10 - - - - -
2 3 7.5 20 - - - -
3 4 6.7 18 30 - - -
4 5 6.25 17 28 40 - -
5 6 6 16 27 38 50 -
6 7 5.8 15 26 37 48 60</pre>[/QUOTE]
 
Greetings Sir Dameon;
My last campaign (and several others before that) used a jump variant. I have used several others as well, which I will share.

Jump Variant 1. Jump fuel is used at the rate of 1% of ship tonnage per jump number, not 10%. Example: A Type S Scout/Courier has Jump 2, which in the normal Traveller rules would require 20 tons of fuel to do it's maximum jump of 2. Under these rules it would require only 2 tons.
The big advantage of this variant is not only that it makes jumps more economical by decreasing the fuel requirements, it also allows you to use canon ships as is, since it gives them 10 jumps worth of fuel, incidentally giving them longer Jump "legs".

Jump Variant 2. No fuel. The Jump Drive does not require any fuel to operate, as long as it's hooked up to an operational power plant of sufficient power, it will jump the ship. The advantages of this variant are obvious, but care has to be taken to change the economic rules to account for this variant, as the huge holds that result on cargo vessels will make Merchant players rich if they're able to charge the same price for haulage.

Jump Variant 3. Jump Number is speed of drive, not distance. In this variant, the jump number isn't the distance of the jump, it is the relative speed of the drive.
Example: Type A Free Trader Harper's Folly wants to jump 5 parsecs away, he calculates that the jump would take 5 weeks (or whatever amount of time you would pick for a Jump 1 in your universe). A Type S Scout/Courier, having a J-2 drive, would make the same jump in half the time, or 2.5 weeks.
Advantages of this system are that higher jump number ships are much faster than slow, low jump number merchants. The other advantage is that you can get any starship anywhere, provided that you are willing to spend the time in jump space.

Jump Variant 4. Jump takes Less/More time. The other way to change the speed of communication is to change the amount of time you spend in Jumpspace. I have used a variant that effectively halved the time (from 160+ to a little more than 80 hours per jump), but you could use any change, either longer or shorter, and dramatically change the universe. Or, use any number of jump duration changes, to reflect different capabilities of other races.
Example: The Darrian jump drives access a different level of jumpspace, and so is relatively more efficient timewise, their jumps only take 50 hours, plus or minus 10%. OTOH, Old Vilani drives were actually LESS efficient than modern ones, and took 200+ per jump.
Advantages of this variant are that you can tailor it to exactly the speed that you want people, information, and goods to get around your TU. If you like rapid movement, make jump almost instantaneous, or if you want to slow your TU down even more than the OTU, make jumps last for a month or more.

In my last campaign, I used variants 1 and 4, jump was half the time, and took only 1% of the hull per jump number in fuel. Along with all the other ideas in this topic, you could change yor TU drastically from the OTU.
 
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