MarcusIII
Banded Mongoose
Nope this isn't in any core rule setActually there is stuff in the rules for this. AoCS2 “ Auto-Plotted Jumps For unknown reasons, automated jumps are prone to an increased risk of misjump. ...
Nope this isn't in any core rule setActually there is stuff in the rules for this. AoCS2 “ Auto-Plotted Jumps For unknown reasons, automated jumps are prone to an increased risk of misjump. ...
I tend to agree with you in general though I think the situation "If your crew dies while in jump the ship comes out of jump as normal per the rules." would depend on the GM and his ruling since when the roll for a misjump is made is more of a matter of game mechanics than anything else. I’ll be honest that scenario sounds something that not likely to be an issue. As for conscience robots since they are TL 17 I don’t generally see that as a issue eitherRobot Handbook p103. (and if anything is canon about robots, it should be the Robot Handbook)
"
ASTROGATION SKILL LIMITATION
In the Charted Space universe, sentient Astrogators perform jump calculations with much lower risk of misjump than a nonsentient mind. Only a fully Conscious machine, either running Conscious Intelligence on a ship’s core computer or a Conscious ship’s brain can avoid this limitation; even a Self-Aware robot brain lacks the ‘spark’ necessary.
All jumps plotted by a non-sentient mind suffer DM-4. A review of jump solutions by even an unskilled individual with the background and basic knowledge to understand the results of the calculation, such as someone with Pilot, Navigation or applicable Science skill, can reduce this to DM-2.
Also, ships jumping without conscious sentient minds aboard suffer an additional DM-4 on the chance of misjump. If all conscious minds are inactive, for example in hibernation or controlled using a RIBACI, this DM still applies."
So according to that wording jumping without conscious sentient minds (in the chartered space universe) results in significantly increase chance of misjump. It does not follow that when you are already in jump space if those conditions change then the jump will then fail (as you already made the engineering check for the jump at the point you pushed the jump button.
So not all Traveller is Chartered Space. Signficant increase is not the same as guaranteed misjump. And the DM can only apply to a check you are making and you make that check before you are in jump space.
So whilst I don't agree with the argument put forward by MarcusIII about it not being real science and am fully agree that it is canon fiction outranks real world science (and everything outranks real world pseudo-science) and I disagree that "There is nothing in the rules about this." I tend to agree with the latter part of the sentence that "If your crew dies while in jump the ship comes out of jump as normal per the rules."
Ending any statement of opinion with a blunt "So you are incorrect." is impolite.
Actually it is. It’s in both HG 2022 and the Robots Handbook alsoNope this isn't in any core rule set
Doesn’t really matter what the rules were before we are talking Mongoose Traveller 2 rule set and that trumps anything from early editions that is the game we are talking aboutThere is no requirement for a sentient being on board a jump ship, that was established canon, until very recently as things are measured in Traveller terms.
MJD invented/ripped off Niven/was inspired to introduce it as an option in the companion, which is full of optional rules.
The problem began when other authors thought wrongly that that is how it worked in the charted space setting, which up until they wrote their fanon into canon it didn't.
Poor research, lack of knowledge about the setting, misunderstanding the optional nature of all the rules in the companion, thinking everything MJD writes is canonical for charted space...
another note - the Robots book is a core book, so not all of it applies as written in the charted space setting, alas this is also going by the wayside.
Then perhaps you should have responded to that point instead. I didn't advocate replacing everyone with a Robot since that is incompatible with the rules. I said you could replace all those crap gunners with robots as it would massively increase efficiency. You would still have gunnery officers directing the fire. Officers could have robotic servants rather than having an enlisted man as a servant. I presume the TI still uses autodocs and autochefs.Which is a far cry from your let’s replace everyone with a Robot. Also the discussion was about TI military ships and the fact that the low ranking crew should not be in staterooms but instead in barracks.
I'm just talking about what is in the core rules. Nothing (except perhaps turning off your J Drive) effects jump outcome except what you do to get into J space. OF course omitting fuel purity, 100 D limit and the like. There are no rules about continuing nav/pilot checks while in J Space.I tend to agree with you in general though I think the situation "If your crew dies while in jump the ship comes out of jump as normal per the rules." would depend on the GM and his ruling since when the roll for a misjump is made is more of a matter of game mechanics than anything else. I’ll be honest that scenario sounds something that not likely to be an issue. As for conscience robots since they are TL 17 I don’t generally see that as a issue either
It’s a situation not covered by the rules and if you think about it there’s no real reason to cover it. If the PCs die in transit for some reason it doesn’t matter if it causes the ship to misjump or not. Generally speaking lore wise the only cases of a ships crew being dead at the end of a jump is the ship misjumped in the first place or at least that’s the assumption. Like I said it’s a case of GMs ruling and more than likely the situation only exists as a plot pointI'm just talking about what is in the core rules. Nothing (except perhaps turning off your J Drive) effects jump outcome except what you do to get into J space. OF course omitting fuel purity, 100 D limit and the like. There are no rules about continuing nav/pilot checks while in J Space.
Robots are not covered in the CRB so you wouldn't expect there to be rules about using robots to astrogate or jump.I'm just talking about what is in the core rules. Nothing (except perhaps turning off your J Drive) effects jump outcome except what you do to get into J space. OF course omitting fuel purity, 100 D limit and the like. There are no rules about continuing nav/pilot checks while in J Space.
Then why are you responding to and arguing on a thread that’s specifically about the Third Imperium? If you Traveller universe is different great but that’s not what we are talking about.I have no particular investment in the Third Imperium but as assumptions are sometimes difficult to separate in the rules in general it is useful to understand their specific stance on certain ideologies.
...but as assumptions are sometimes difficult to separate in the rules in general it is useful to understand their specific stance on certain ideologies. My games are also TI adjacent (District 268) and many of the published scenarios are set in the TI. If you want examples of military ships then the majority in HG are TI. Surplus TI ships will bleed into non-TI areas even if the TI ideology does not come with them.Then why are you responding to and arguing on a thread that’s specifically about the Third Imperium? If you Traveller universe is different great but that’s not what we are talking about.
Is traveller ship to ship combat really slower. A laser gets there at the speed of light, cannons might get to supersonic, but not much more. Space missiles accelerate constantly and reach hyper velocities in their terminal phase, not just boost coast and maybe Mach 2-4 maximum.Swordtart I will point out a few things though
Traveller Starship combat is a lot slower than modern naval combat so the response time is no where near short. People are not going to trust warships that can glass a world under the control of Robots in general. Star Wars Droids are in general TL 17 or 18 that’s massively more advanced than in Charted Space.
Just some food for thought
Annic Nova is clearly (and this has been commonly agreed for decades: check the TML FAQ) a plot device that breaks the game in a bunch of ways (most notably its version of collectors).How does the Annic Nova jump automatically without a crew?
I’m a big fan boy in general and one of the things also all StarWars Droids have is consciousness which according to Traveller is not available until TL 17. As for the battle droids it depends on the model and when durning the clone wars they were used, early battle droids were mass produced junk half drone later ones and other models where more intelligent (they were all conscious but the original ones were stupider than a lemming). Most Starwars droids don’t show much personality because it’s standard practice to wipe the experience memory at various intervals.I don't know the TL of Star Wars Droids, I am not aware of it been formally published anywhere. The vast majority seem fairly docile and do as they are told. There are a few sassy ones, but that could be buggy programming and battle droids are positively crap - the defintion of Basic(Soldier) with no weapon skill to speak of.
Doesn’t the Annic Nova officially have a brain in a jar? I’m not sure what mongoose Traveller 2 book it’s in can you also give a reference?Annic Nova is canon and has apparently jumped many times without a crew and without issue. So the question is why it and not Charted Space ships.
Like I say, Annic Nova is a plot device, not a ship. It's not reproducible in any High Guard rules ever, and to be honest really isn't a good faith example (nor the gotcha you think it is).Annic Nova is canon and has apparently jumped many times without a crew and without issue. So the question is why it and not Charted Space ships.