crash start launch

A thread of 4 messages, 3 October 1989 to 6 October 1989, in the order they were sent.

#588 crash start launch

Bennett, don't read this-- it concerns the adventure you will be
going through shortly thanks.

Hi. Any ideas about the length of time involved in going from a
ship with only its power plant running for essential services
(lights, some computer functions, etc.) to a launch in a real hurry?
Specifically, the end of Legend of the Sky Raiders adventure, which
I shall be running for the third time (its fun). The idea is that the
characters take the ship by force while it`s sitting at the landing
sight and wish to leave as soon as possible. In addition, the pilot
in question is probably not familiar with the far trader and is certainly
not familiar with the current panel configurations as customized by
the ship's normal pilot. Thoughts?

#590 Re: crash start launch

> Hi. Any ideas about the length of time involved in going from a
> ship with only its power plant running for essential services
> (lights, some computer functions, etc.) to a launch in a real hurry?

Consider the amount of time it takes to get your average airliner off the
ground, starting with everything off. The time is probably on the order of
an hour or so, more if you are unfamiliar with the ship.

A starship is still a very complicated piece of equiptment, and takes a long
time to start up. When your average jump takes 3 weeks, nobody really cares
that it takes a couple of hours to launch...

- --
C. Harald Koch                        Alias Research, Inc., Toronto ON Canada
[email removed]                 [email removed]               [email removed]
"There is no problem, no matter how large or how small, that cannot be solved
 by a suitable application of high explosives."               -Leo Graf, 2298

#592 Re: crash start launch

Two possibilities: the ship either already has its fusion plant online or it
doesn't.  Most ships with fusion plants leave them running if they park for
less than about a week or so (I haven't seen the adventure you're running, so
I don't know what circumstances this A2 is in) because it takes so long to
bring the power plant up from a cold start.  In any event, the UTP for what
they're trying to do looks like this:

    To power up a parked starship and ready it for flight:
    Routine, Pilot, Dex, 30 sec (assuming warm start, 5 min otherwise)

If you're still using the old rules (the new ones are well worth it!), the pilot
needs to roll a 7+ to start the plant.  DMs: +Pilot skill, +1 if Dex 5+ or +2
if Dex 10+.  It will take 3d6x30 sec (an average of about 5 minutes) to start
if successful (or 3d6x5 min for an average of 50 (!) minutes if the A2 is
powered all the way down).  MegaTraveller gives rules for unfamiliar technology
but since I don't know what background your pilot has I'd simply suggest about
a -2 DM or so heaped on top of this.  If he fails the roll, he'll have to take
another time increment and do it again.

Oh, and also: I'm assuming that since your PC's are presumably in a rush, they
will skip the usual safety checks and such.  In which case, when they start the
ship, you should make a roll along with them.  If you both succeed, everything
is fine but if they succeed and you fail, you should implement a "warning light"
event about halfway to orbit (i.e. a plant malfunction, fuel leak, or the like)
that will require a harder, fateful task to avoid a major mishap.

Finally, if things get hot and your PC's need to get out of there in a hurry,
they can try to rush things a bit.  Double the DM's applied to the startup roll
but instead of a 7+ they now need to roll an 11+.  And so do you.... :-)

- -- Palmer Davis --

Oh, and I almost forgot: if anybody has Engineering skill, it can be used as a
DM as well.

- -- PTD --
[email removed]

#601 Re: crash start launch

> > Hi. Any ideas about the length of time involved in going from a
> > ship with only its power plant running for essential services
> > (lights, some computer functions, etc.) to a launch in a real hurry?
>
> Consider the amount of time it takes to get your average airliner off the
> ground, starting with everything off. The time is probably on the order of
> an hour or so, more if you are unfamiliar with the ship.

Most of that is concerned with safety, and especially air traffic control -
waiting for your turn to take off. The question says "in a real hurry", so a
more valid comparison would be with a fighter getting scrambled. Anyone
know how long that takes?

 "Keyboard? How quaint!" - M. Scott

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