Oh, I'm sure there are great stories about misjumped-into-the-void crews repairing the jump drive with gum wrappers and spit, and then collecting hydrogen from convenient exoplanets, and jumping to safety in triumph. In a game, the crew of PCs will no doubt become the latest installment of that popular series of spacers' tall tales. But in "reality" (i.e., plausible evaluation based on known parameters), if you misjump into the void, odds are very very good that you're screwed.

On Tue, Feb 16, 2016 at 12:52 PM, Greg Chalik <mrg3105@gmail.com> wrote:

So much for TL15

Greg

On 17/02/2016 5:12 AM, "Craig Berry" <xxxxxx@gmail.com> wrote:
1. See if you're near a star system.
2. If near a star system, head for it while broadcasting a distress call.
3. If not near a star system, consider how you'll spend your time as you wait to run out of food.

On Tue, Feb 16, 2016 at 12:06 AM, Greg Chalik <mrg3105@gmail.com> wrote:

David,

Given the name, does the SOM mention a ship's misjump SOP?

Greg C

On 15/02/2016 8:40 PM, "David Jaques-Watson" <xxxxxx@pcug.org.au> wrote:

Dear Folks –

 

Lots of people replied to Greg:

xxxxxx@orffenspace.com xxxxxx@orffenspace.com replied to Kelly:

> 

>On February 14, 2016 at 7:03 PM "Kelly St. Clair" <xxxxxx@efn.org> wrote:

>> 

>>On 2/13/2016 11:22 PM, Greg Chalik wrote:

>>> 

>>> On 13 February 2016 at 14:26, Craig Berry <xxxxxx@gmail.com

>>>> 

>>>> It's well established by canon that 100dt is the lower boundary on

>>>> what can enter Jump.

>>> 

>>> Why can't at TL15 the IN not produce some way of tracking their ships

>>> backwards in Jump space?

>>> I'm having a real hard time accepting that in a TL15 world, travel works

>>> based on 17th century concepts (its not even Lord Nelson)

>> 

>>You've already been told: Because Marc (and the LBBs, and all the

>>Bigger Not-Black Books since) say so. There's really not much more

>>reason nor logic to most of the OTU than that. You either accept it, or

>>go play something else. (Or have a psychotic episode.)

> 

>I was about to respond along the same lines :)

 

Greg, FWIW there’s a variant rule for MegaTraveller that says if you can get within visual range of a starship entering jump, and successfully lock on and scan it’s jump grid as it is energising, you can use that data to get a pretty good idea of where the ship is going to.

 

This works because the jump grid, as postulated in MT, is not energised all at once, but in sequence depending of the jump vector the navigator is trying to hit. The rules also suggest that one reason for having a rear-guard while retreating is to prevent enemy ships from getting close enough to get a good “read” off the departing ships.

 

It’s in the Starship Operator’s Manual, from memory.

 

Of course, and as always, YMMV.

-----------------------------------------------------------------------
David "Hyphen" Jaques-Watson ..at.. Beowulf Down (Tavonni/Vilis/SM 1520)
http://www.tip.net.au/~davidjw                    xxxxxx@pcug.org.au
"I file things in historical order, with a hashing algorithm of gravity"

 

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