antimatter jump drives

A thread of 2 messages, 29 March 1989 to 30 March 1989, in the order they were sent.

#261 antimatter jump drives

	Being a first time poster, I don't know if this is an already ans-
wered question...

	I recently purchased the MegaTraveller Referee's Manual (I've played
Traveller on and off for about three years). One of my primary reasons for
doing so was the new ship design rules presented therein.

	After reading the section on vehicle design thoroughly (?) and
having skimmed the MT errata from the mailing list archives, my question is
this:
	At TL 17 (or beyond, perhaps), why is there no antimatter powered
jump drive?

	Reading the Traveller rules and supplements leads me to believe
that starship jump drives are powered directly by large capacitor banks
(which may be charged in other ways - energy absorbed by black globe screens,
for example - see High Guard) and only indirectly by whatever fusion type
power plant the jump drive includes (not the standard power plant, which is
not included in all ship designs - the Express Boat comes to mind). Thus
the need for large quantities of jump fuel.

	So what gives? Why can't an antimatter plant be used to charge the
capacitor banks, particularly at high tech levels?

	If I'm missing something (it wouldn't be the first time...) would
somebody clue me in?

				Tres
				[email removed]

#266 Re: antimatter jump drives

This is not offical, but I do have a reasonable quick fix.

By using the fuel consumption at TL9, it can be calculated
that you need about 125 MW per jump unit during the 7 day
voyage (actually, it's about 133, but 125 is a more convient
figure).  This DOES give ships additional range at higher
tech level (or more space for cargo, etc).  I don't think
it does unbalance the game.  However, if you are using
antimatter, you will have a super ship no one can catch up
with.  I suggest  you boost up the price of antimatter
up to elimiate the abuse.

James Chou