Megatraveller starships

A thread of 3 messages, 18 April 1989 to 19 April 1989, in the order they were sent.

#305 Megatraveller starships

A few questions on starships in MegaTraveller.

1. The new explanation of jump drives (i.e. a large power plant driving a net
integral to the ship's hull) is official - it's in the Referee's manual.
Given this, why can't you damage a ship's jump capability with mere surface
damage? The starship combat damage tables are lifted straight from High Guard,
and you can only harm the target's jump drive with an internal explosion or
critical hit.

2. Can you use the jump drive's power plant as a source of a lot of power for
a short time? E.g. build a ship with a small meson gun. Its power plant can't
supply this weapon, but using the jump power plant gives you sufficient power
for a limited number of shots.

3. In High Guard, weapons with a USP factor of less than 10 get a +6 DM on the
damage tables which makes them do less damage. The same rule applies in MT,
although here the tables are backwards, and weapons of USP factor >=10 get
a +6 DM to make them do more damage. But in High Guard, USP factor 10+ only
occurs on spinal mount weapons. In MT, TL16+ turret and bay weapons may have
USP factors >=10. The upshot is that in High Guard, only spinal mount weapons
get the DM; in MT, high-tech bay and turret weapons may do so too. Am I missing
something, or is this a contradiction?

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  [email removed]
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   [email removed]

#309 Re: Megatraveller starships

Adrian Hurt writes in AMN 305:
> 1. The new explanation of jump drives (i.e. a large power plant driving a net
> integral to the ship's hull) is official - it's in the Referee's manual.
> Given this, why can't you damage a ship's jump capability with mere surface
> damage? The starship combat damage tables are lifted straight from High Guard,
> and you can only harm the target's jump drive with an internal explosion or
> critical hit.

Well, the new, detailed task diagram on page 64 of the Starship Operator's
Manual states:

	[Step] 3 Navigator engages jump drive

	To engage the jump drive:
	Routine*, Engineer, Navigator's Edu (fateful)
	Referee: While the Navigator "pushes the button",
	both the engineer and the navigator monitor the jump
	transition together.  On a mishap, see Other Tasks.

	Inside 100 diameters, this task becomes difficult*
	(hazardous, fateful).

	Inside 10 diameters, this task becomes formidable*
	(hazardous, fateful).

	There is a high risk the jump field will not close if more
	than 10% of the ship's hull net is missing in any one
	location.  How could this happen?
	1. From any critical surface hit in starship combat.
	2. Compute percent of hull net damage = (number
	surface hits x 100) / hull disp
	   If this number is greater than 10, then high risk.

	In these cases, the task becomes...
	Difficult*, Engineer, Navigator's Edu (hazardous, fateful)

Original is Copyright 1988 Digest Group Publications.  Above quote was
reproduced without permission.

Looks like ten surface hits for each 100 tons displacement makes a jump
more difficult, and the result of a mishap hazardous.  A single critical
hit acts similarly.  All the above skills are marked with an asterisk,
meaning they must should be done "Cautiously", or the task becomes
uncertain and a warning light event may occur later on a result of Some
Truth.

James

#311 Megatraveller Starships

> more difficult, and the result of a mishap hazardous.  A single critical
> hit acts similarly.  All the above skills are marked with an asterisk,
> meaning they must should be done "Cautiously", or the task becomes
> uncertain and a warning light event may occur later on a result of Some
> Truth.

Pity this isn't made clear in the Starship Combat section, where, as I said,
surface hits have no effect on jump capability (except by reducing fuel),
while a critical hit can wipe out the jump drive entirely. I'd guess that the
critical hit knocks out the jump power plant. Interior explosions causing
jump damage may be doing damage to the net, rather than the drive.

All of which brings up another question. If a starship takes surface damage,
does it require a class A starport to repair it? Under the old system, no.
Only the jump drive required class A attention. But under the new system, the
hull is part of the jump drive. Which also means that simple surface repairs
become a lot more expensive, too.

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  [email removed]
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   [email removed]