I would need to go back and look at the specific rules to figure pricing, but I would say yes. Prototype at TL14 and Early Prototype at TL13. Or Beta at TL14 and Alpha at TL13.Hmm, could you have experimental versions at TL14...

Correct, so it has nothing to do with the PHYSICS of Jump but with law and or custom.The most important part of that rule is "...in the Charted Space Universe..."
It is a setting rule, not a general Traveller rule. Discard it as you see fit
It applies to both modifiers, but the Jump plot one is very much the lesser one, since it's just feeding into the Engineering roll to actually jump.The conscious requirements is for the jump itself robots can be fully conscious but that’s TL 17.
It's not crystal clear, but you can choose either. "Charted Space" can refer to the political and historical setting, but can also refer to the physical universe of that setting. And although I'd generally use "Charted Space" for the former and "Charted Space Universe" for the latter, usage is rarely that tight.Correct, so it has nothing to do with the PHYSICS of Jump but with law and or custom.
Not really. Because charted space is a specif defined, limited region of that setting. It is specifically NOT the entire universe of that setting. It would be like saying the Solomani sphere"Charted Space" can refer to the political and historical setting, but can also refer to the physical universe of that setting.
Personally I'd use the the table unchanged as much as possible.I would need to go back and look at the specific rules to figure pricing, but I would say yes. Prototype at TL14 and Early Prototype at TL13. Or Beta at TL14 and Alpha at TL13.
Edit: The prototype rules are specifically referencing hardware, but I see no reason they shouldn’t be applicable to software as well. Prototype would be 5x the cost and Early Prototype would be 10x.
They would be subject to reliability issues at Early Prototype and quirks at both as well.
An unreliable CI could be very entertaining. Just sayin’.
The quirks are angled at hardware. There needs to be one for software, but I can see how the quirks listed could be tweaked to hold true for software. Here is my initial take and I welcome further suggestions. There really needs to be more variety (2D rolls) but I’ll whip up a 1D table for software.
1. Unreliable after prolonged use: After any skill check resulting in 2, or a result of 2 or less on 2D after every 24 hours of use, the software hangs and must be restarted. If it has already been restarted, apply DM-1 to task checks and halve any time interval between periodic failure checks until the software is reinstalled, taking 1D hours to remove, reinstall, and reconfigure.
2. Software is slow. Double the time for operation and skill checks using it.
3 Especially expensive: Double the software’s cost.
4. Especially difficult to operate or configure: Skill checks suffer an additional DM-1.
5. Software hallucinates. DM-2 to results because they seem plausible but are in fact made up. It is a Difficult task (10+) to detect the data isn’t reality based.
6. Software unstable: After one year, the software becomes permanently unreliable. If already unreliable, subtract a further DM-1 to task checks and halve any time interval between failures until it is removed, reinstalled, and reconfigured, which takes 1D hours.
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I was wondering about "Salvage rights" and such. I can see the Imperium wanting to get their hands on the ship for it's "forgotten tech". I guess the only other question would be whether or not, letting the PC's operate the ship be too powerful...1) double digits for the number of times I have run it, with variations as to what is to be found inside
2) they get to keep it until its legitimate inheritors come calling.
Many discussions have been had over the years, some arguing that it is Ancient era tech. In which case there is no way the Imperium would allow the shipt to be given over to the PCs, as it allowed in most versions of the adventure (it is worth noting the subtle differences between the original JTAS, the DA:1 and the Mongoose versions)
Are you confusing the Annic Nova and the Kinunir...As presented, the ship as assumed to be lost years ago.
IF the authorities become aware the ship has reappeared, they are definitely going to want it back, regardless of normal salvage provisions or the exact origin of the ship's computer (ancient artifact? secret research project? natural singularity? doesn't matter. Even if no one still knows about that, it's a freaking 1200 ton warship with a goddamn black globe!)
The HG2e22 entry outright says that the classes' true purpose was as testbeds for experimental tech. NOTHING about that statement would suggest the Navy would be willing to let civilians keep possession.
Assuming the players can somehow operate the ship (maybe by making a deal with the computer), they either quietly make a run for a border and have adventures outside the Imperium, with a good chance of the Navy sending someone after the ship when word inevitably gets back to them... or they hand it over and hope they get a reward and not a gulag.
As far as "too powerful" goes? Your campaign, your decision. There are serious issues with operating and maintaining a 1200 ton warship. Even a large group will need to deal with a lack of engineers, and maintaining it is expensive. There are limited ways it can earn money, and most of them involve risk.
www.mongoosepublishing.com
Annic Nova is the kind of ship that Traveller was designed to have. Unique, quirky, pulpy, and fun.OK... so focusing on the Annic Nova...