James T. Perkins · 19 April 1989 · reply to #305
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