Re: Megatraveller starships
In reply to #305 Megatraveller starships by Adrian Hurt
Replies:
- #311 Megatraveller Starships by Adrian Hurt
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