How long to fire up the Quattro?

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ochd
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How long to fire up the Quattro?

Postby ochd » Mon Aug 07, 2017 12:45 pm

Another minor question, just for my hard-science scifi confidence...

I've ruled that it takes 1d6 minutes to start up an M drive and take off, with the potential to do it in 1d6 x 10 seconds (at -2 to the check) if need be. Does that sound reasonable? Of course, this only matters for combat or other situations where a quick getaway is crucial. I guess a TL7 or 8 reaction drive would take longer, maybe, but those would be the exception.

Also, I don't envision M drives having a "blast" effect like a reaction drive would. That is, like grav cars and so on, you could be stood next to a spacecraft or starship that is taking off and landing and not be adversely affected? Or maybe the manipulation of gravity might knock people of their feet?

Thanks,

Dan.
Jeraa
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Re: How long to fire up the Quattro?

Postby Jeraa » Mon Aug 07, 2017 12:58 pm

ochd wrote:
Mon Aug 07, 2017 12:45 pm
I've ruled that it takes 1d6 minutes to start up an M drive and take off, with the potential to do it in 1d6 x 10 seconds (at -2 to the check) if need be. Does that sound reasonable? Of course, this only matters for combat or other situations where a quick getaway is crucial. I guess a TL7 or 8 reaction drive would take longer, maybe, but those would be the exception.
The space combat chapter indicates a system can be shut down in a single round, or started up in a single round. Space combat rounds are 6 minutes long.

It could be a 2 step process, however. If the ship had been powered down, you would need to power up the power plant first before starting the engines.
Reynard
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Re: How long to fire up the Quattro?

Postby Reynard » Mon Aug 07, 2017 1:04 pm

It's been described in other editions of Traveller so I envision MgT ships to also have lifters as a subsystem of the maneuver drive. Explains why so many images of downports having VTOL landing pads and how ships maneuver into landing bays when their image shows non-wheeled landing struts. As far I've experienced, there have been no stories describing people knock down when an air/raft next to them lifts off.

Usually I see the power system powered up and ready to feed the maneuver drive at a moment's notice with no more effort than turning the ignition key in a car only bigger. Closest I could see at taking off is running a Standard Operation System Checklist before launch but even that can be ignored in emergencies.
ShawnDriscoll
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Re: How long to fire up the Quattro?

Postby ShawnDriscoll » Mon Aug 07, 2017 2:17 pm

It's always good to have a picture of your ship taking off or landing, so players have an idea of the visual coolness that's involved with their ship. Pinterest has all the Traveller-inspired images you'd need for your game session's group.
ochd
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Re: How long to fire up the Quattro?

Postby ochd » Mon Aug 07, 2017 8:20 pm

Jeraa wrote:
Mon Aug 07, 2017 12:58 pm
The space combat chapter indicates a system can be shut down in a single round, or started up in a single round. Space combat rounds are 6 minutes long.
Ah, cool. That's pretty clear, then.

Given that rule is in the context of space combat (where minimum time units are 6 minutes), I think it's fair enough to utilise a 1d6 minute timeframe for non-space combat situations (e.g. trying to make a quick getaway from a starport).

Dan.

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