One shot Jump Drives

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peelseel2
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One shot Jump Drives

Postby peelseel2 » Wed Feb 27, 2019 1:42 am

I read somewhere about one shot jump drives. It referenced Highguard, and was 10% of regular drive cost. Anyone know what supplement/article/post I am talking about? I cannot remember where or I saw it.
baithammer
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Re: One shot Jump Drives

Postby baithammer » Wed Feb 27, 2019 9:31 am

Pirates of Drinax Book 2, pg. 160.
A one-shot jump drive is identical to those listed on
page 14 of High Guard, with the following changes.
• Total tonnage consumed is reduced by 20% (the
minimum of 10 tons still applies)
• Cost is reduced by 75%
Using a one-shot jump drive imposes DM-2 to Engineer
(J-drive) checks. If the jump drive is used a second time,
this increases to DM-4, and for a third time it increases to
DM-8. No one will survive a fourth jump with these drives.
Linwood
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Re: One shot Jump Drives

Postby Linwood » Wed Feb 27, 2019 11:07 am

It would be nice (someday) to have little things like this collected up in a common document of some sort. Maybe as a thread in this forum?
peelseel2
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Re: One shot Jump Drives

Postby peelseel2 » Wed Feb 27, 2019 12:11 pm

baithammer wrote:
Wed Feb 27, 2019 9:31 am
Pirates of Drinax Book 2, pg. 160.
Thanks!! That was really bugging me. I just started running pirates.
Moppy
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Re: One shot Jump Drives

Postby Moppy » Wed Feb 27, 2019 3:11 pm

Linwood wrote:
Wed Feb 27, 2019 11:07 am
It would be nice (someday) to have little things like this collected up in a common document of some sort. Maybe as a thread in this forum?
The traveller wiki usually has it, but not for this system.

It IS a wiki however which means that anyone can in theory edit it themselves.
Old School
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Re: One shot Jump Drives

Postby Old School » Wed Feb 27, 2019 7:19 pm

I’m not sure what Mongoose would consider fair use of posting quotes of their copyrighted material. The FFE fair use policy specifically excludes Mongoose, or at least it did last time I looked. Obviously Matt is okay with our activities here, but I wouldnt want to stsrt putting various Mongoose Optional rules on the wiki or in a consolidated document without his blessing.
Moppy
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Re: One shot Jump Drives

Postby Moppy » Wed Feb 27, 2019 8:27 pm

You wouldn't find actual rules in the wiki. Just a note that the systems exist, what they do conceptually (jump once then die), and where to find the rules for them.
Old School
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Re: One shot Jump Drives

Postby Old School » Wed Feb 27, 2019 9:17 pm

Now that makes perfect sense.
Condottiere
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Re: One shot Jump Drives

Postby Condottiere » Fri Mar 08, 2019 5:22 pm

An index pointing correctly to ship design variations and errata.
AndrewW
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Re: One shot Jump Drives

Postby AndrewW » Fri Mar 08, 2019 7:22 pm

Condottiere wrote:
Fri Mar 08, 2019 5:22 pm
An index pointing correctly to ship design variations and errata.
There is one I did for 1st edition pointing to the various ship stuff that was getting into all the new books. Might be time to consider one for 2nd edition as well.
Reynard
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Re: One shot Jump Drives

Postby Reynard » Sat Mar 09, 2019 2:20 am

Now that we establish these things exist, what are they good for?
baithammer
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Re: One shot Jump Drives

Postby baithammer » Sat Mar 09, 2019 12:07 pm

Useful for hybrid rider designs, as the one shot drives take up less space / cheaper and the hybrid rider then has the ability to jump out if things are too hot in system.

Used with break away hulls, they can then swap out the one-shot driver and its fuel for a replacement pod from a tender.
Reynard
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Re: One shot Jump Drives

Postby Reynard » Sat Mar 09, 2019 12:48 pm

The breakaway hull still needs to be 100 tons, correct? Would make for an interesting plot device for the villain to escape at the last minute to fight again.

It could be an emergency spare drive but it still takes a lot of room and credits unless you really expect trouble. It's not something that gets hauled into a cargo hold, along with the necessary fuel, in a very short time. I guess my biggest issue is you really need to be desperate for something that has no extended use without a LOT of luck by the second jump and a death wish by the third.

Saying that, I'd like to hear some innovative and imaginative uses for such an engine.
Condottiere
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Re: One shot Jump Drives

Postby Condottiere » Sat Mar 09, 2019 4:32 pm

At default tonnage, that's a potential three hundred parsec tonnes.

It can't be a secret that when possible, I'll opt for the cheapest way to design a ship; one shot jump drives are rather limited in scope for displacing multi-use ones.
Linwood
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Re: One shot Jump Drives

Postby Linwood » Sun Mar 10, 2019 2:11 am

Could be an interesting option for a navy that has a “with your shield or on it” philosophy.

Or - imagine a swarm of one-shot drive vessels loaded with something like the Chamax. (Or - Berserkers?) Could be a nasty challenge for a world with limited space defenses...
DickTurpin
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Re: One shot Jump Drives

Postby DickTurpin » Sun Mar 10, 2019 6:44 am

It is hard to imagine any scenario where a one-shot jump drive is worth building and installing in any ship. About the best I could think of was to move a large structure that will be permanently emplaced in a system, such as the Empress Troyhune or a space station that only needed to hop a few systems away. One possibility is a drone sensor platform sent to monitor a star that was going to go nova shortly where scientists were content to wait for light speed communications to send them the data. But even those instances would be better, and in the long term cheaper, transported by a reusable jump ferry if possible.
baithammer
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Re: One shot Jump Drives

Postby baithammer » Sun Mar 10, 2019 8:34 am

A little napkin math for a hybrid rider with Jump 1 Emergency Pod ( Using Breakaway Hull for the Jump Pod).

100,000 dt rider with 15,550t Jump Pod. ( Single Shot Jump Drive J -1, Jump-1 Fuel and Super Dense Armour 15) - 13.5% of overall hull

100,000 dt Battle Cruiser, Jump Drive 4, Jump -4 fuel - 50% of overall hull.

The riders can also swap out the used drive for a new fully fueled one from a tender.
AnotherDilbert
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Re: One shot Jump Drives

Postby AnotherDilbert » Sun Mar 10, 2019 10:25 am

Should work fine, but the Breakaway Connectors cost more than you save on the OneShot drive:
Image

The One-Shot drive saves ~550 Dt and GCr ~3, but the connectors cost 2000 Dt and GCr 4.
Reynard
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Re: One shot Jump Drives

Postby Reynard » Sun Mar 10, 2019 12:03 pm

Throwing even a one shot on a rider kinda defeats the purpose of a rider. That's tonnage that could be used for offense and defense against jump ships. I' sure surplus cargo space is a luxury on riders.

The One Shot isn't a prototype, it's a full blown engine of that jump tech level purposely built to be throwaway after one and maybe two jumps. Such a throwaway is expensive. Problem is we once again don't have many concrete information on how a jump engine operates or it's physical description. Could a One shot be constructed in a cargo hold large enough and proper connections be established in a ship not originally build for this purpose? Could it be added as a module on ships so designed or as part of a Configurable Pod from the Harrier sourcebook?

Would you use the ship construction times to mount such an engine? It's not really a plug-in but a heavy modification of an existing ship when not part of a new ship.

Thinking a little more, what about a ship a ship that would be dropped into a system and left to perform a specific operation that could benefit from having more non-jump systems for its task then have the ability to make a single jump exit to be retrieved at a later date.
Linwood
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Re: One shot Jump Drives

Postby Linwood » Sun Mar 10, 2019 1:25 pm

A ship serving as a base camp for a new colony might be designed that way.

Another thought - can one-shots be reconditioned for re-use? That might require an A starport. And it would depend on what systems/components get overstrained in use.

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