RandyT0001
Mongoose
"History of the Imperium" was a seperate eight page supplement included in the second edition of the game Imperium (1986?). It is not reprinted in the big floppy books of the Classic Traveller Reprints series. FYI
collins355 said:I'm confused by the references to Imperium as indicating that EHJ are impossible. Doesn't Imperium state on page 6 of the 'History of the Imperium' that the Terrans placed intermediate refuelling supplies in order to use Jump-1 to get to Barnard's Star to meet the Vilani?
An expedition placed intermediate refueling supplies and travelled to a nearby system, Barnard's Star, early in 2113.
Initially, [J1] was used only within the solar system: Since the range of a jump-1 drive was insufficient to reach the nearest stars, it was used only for intrasystem jumps. Terrans remained restricted to the solar system for 43 years, and this long incubation period worked in their favor. They developed an extensive variety of jump-capable ships and had produced them for decades when they finally ventured to a neighboring star system.
EDG said:All it says on the subject is this:
An expedition placed intermediate refueling supplies and travelled to a nearby system, Barnard's Star, early in 2113.
It says nothing about them jumping to empty space at all. Just that they placed refuelling supplies somewhere. For all anyone knows, they could have used sublight drives to get to the refuelling depot, which was close enough to jump out to Barnard from. Or it could have been a brown dwarf.
collins355 said:But I'm confused as to why they needed to create an 'intermediate' 'refueling' point if what you suggest actually was what took place. Travelling at sublight speeds they'd still have their jump fuel ready when they got within J-1 range of Barnard's Star and could jump then (see page 10 of the main rules, 'Tankers' subhead, for confirmation that sublight movement does not use jump fuel in Imperium). The only need for refueling would be if they'd jumped in and their jump tanks were empty of fuel.
A jump must be from a stellar hex to a stellar hex. It may not begin or end on a portion of a jump route lying between the ends.
And of course Megatraveller Solomani & Aslan says they 'jumped' for Barnard's Star.
I'm not sure that the movement rules of the game Imperium can really reveal much, given that jump movement is only permitted along 'tram tracks' between systems and that movement by jumps is essentially unlimited along those 'tram tracks'. Doesn't sound like Traveller canon jump.
Jump Technology: The use of the exploration ship within the area of the Dark Nebula has resulted in increased understanding of the theory of jump drives, and can be used to enhance jump capabilities. Any of the player's ships may now jump up to four hexes without using a printed jump route [...]
collins355 said:That seems clear, thanks.
The 'problem' I think, was how the Terrans got to Barnard's Star to spark the 1stIW if there were no EHJs until the Border Wars. GT IW resolves that issue by suggesting a brown dwarf is used. Given the commonality of those stellar objects the obvious question arises - why can't they be used elsewhere to enable jump-1 routes to be established across otherwise empty space? After all, the Terrans must have used the proposed brown dwarf link to Barnard's Star extensively until they developed jump-2. And the raging IWs would have provided plenty of incentive to continue with the practice elsewhere.
EDG said:...Dark Nebula (on page 16) says:
Jump Technology: The use of the exploration ship within the area of the Dark Nebula has resulted in increased understanding of the theory of jump drives, and can be used to enhance jump capabilities. Any of the player's ships may now jump up to four hexes without using a printed jump route [...]
"Printed jump routes" go from star to star. If you can now (in the Border Wars era) use jump drives without a jump route, you can jump to or from a hex that doesn't have a star in it. Therefore the limitations of Imperium no longer apply in (and presumably after) the DN era, which agrees with all the canon that says that EHJ's are possible in later eras .
That's it. The "problem" is solved, because it never existed in the first place.
Exploration Ships: Exploration ships must be used to explore the jump routes of the Dark Nebula before other ships may use these routes. Any number of ships may accompany the exploration ship while it is doing so. When an exploration ship uses a jump route in the Dark Nebula previously unexplored by that player, the ship (and all ships accompanying it) must cease movement for the rest of the phase. The jump route is now explored, and the player may treat it exactly as any other jump route for the rest of the game.
far-trader said:Now the "problem" is solved, because it never existed since EHJ were NEVER allowed![]()
far-trader said:You're (choosing or unconsciously) ignoring the rules preceding the Dark Nebula bit that are identical to those in Imperium. No jumps except stellar hex to stellar hex. Period. The only thing the exploration ships give you is the ability to go off route, to create your own routes, but still by implication of the rules, stellar hex to stellar hex.
Right after your bit above from DN:
Exploration Ships: Exploration ships must be used to explore the jump routes of the Dark Nebula before other ships may use these routes. Any number of ships may accompany the exploration ship while it is doing so. When an exploration ship uses a jump route in the Dark Nebula previously unexplored by that player, the ship (and all ships accompanying it) must cease movement for the rest of the phase. The jump route is now explored, and the player may treat it exactly as any other jump route for the rest of the game.
Note the talk of jump routes, which are defined earlier in the rules as stellar hex to stellar hex and NOT redefined here to mean anything else, like empty hexes.
Now the "problem" is solved, because it never existed since EHJ were NEVER allowed![]()
captainjack23 said:1. it needs some way to explain how the Vilanii crossed empty hexes to get where they had to historically go with only J1.
captainjack23 said:2. any such solution also needs to explain where all those damned useful connector points are now -as they sure aren't on the maps.
RandyT0001 said:Now as to why this rogue planet (and dwarves) is not listed on the maps I have some thoughts about that.
1. For the 3rd Imperiums Scout Service only stars are indicated on the maps. Brown dwarves don't fuse hydrogen so they aren't indicated as stars. Obviously rogue planets aren't stars either and are not marked on the map. By the time of the 3rd Imperium deep space jumps into empty space are possible so it's not necessary to indicate dwarves/rogue planets for jump-1 limited starships.
2. For GT:IW it is not shown on the map so that the ref can decide if he wants the rogue planet in hex 1826 or 1927. This is a metagame decision and SJG wanted to allow refs to make it for their particular TU's.
captainjack23 said:My general suggestion is that bodies that are not large enough to support a self-sustaining fusion reaction are significantly worse endpoints for mass-mass jumps, and thus a high risk situation; but one that cannot be entirely avoided; most merchants wouldn't touch 'em, and most significant military assets are too valuble except in absolute desperation.
RandyT0001 said:Did you not read my previous post about this?
RandyT0001 said:Now as to why this rogue planet (and dwarves) is not listed on the maps I have some thoughts about that.
1. For the 3rd Imperiums Scout Service only stars are indicated on the maps. Brown dwarves don't fuse hydrogen so they aren't indicated as stars. Obviously rogue planets aren't stars either and are not marked on the map. By the time of the 3rd Imperium deep space jumps into empty space are possible so it's not necessary to indicate dwarves/rogue planets for jump-1 limited starships.
2. For GT:IW it is not shown on the map so that the ref can decide if he wants the rogue planet in hex 1826 or 1927. This is a metagame decision and SJG wanted to allow refs to make it for their particular TU's.
Since they aren't stars they are not going to be indicated on the maps. This allows refs to determine the exact location of each as necessary.
RandyT0001 said:I would disagree that smaller bodies are significantly more dangerous to jump to. On p 22 of GT:IW it talks about the prototype jump drive being fuel hogs and of limited range but they were still (apparently) readily used to jump to the outer planets and cometary cloud (Kuiper belt objects?/scattered disc objects?) of Sol. If it was such a higher risk then the Terrans would have just spent the extra days using standard maneuver drives to reach the outer planets and cometary cloud instead, especially considering that what travel did occur was probably scientific exploration and not resource exploitation. Therefore I cannot concur that jumps to sub-stellar masses are at greater risk than normal.
far-trader said:If you can come up with a good reason why they weren't used, and then were used, but not by everybody, all the better.
captainjack23 said:A good point, indeed. However, I would argue that those microjumps, or any jump within, a system would fall under the rubric of a mass-mass jump; They are all within .5 parsec of an H burning star.(assuming sol at the center of the hex).
far-trader said:Forget it EDG, you obviously have a different interpretation of "explicitly", one that is variable to suit your perception and argument here.
EDG said:captainjack23 said:A good point, indeed. However, I would argue that those microjumps, or any jump within, a system would fall under the rubric of a mass-mass jump; They are all within .5 parsec of an H burning star.(assuming sol at the center of the hex).
So you need a stellar mass at the other end to jump to, except if you're jumping within the same system? That's awfully convenient all of a sudden. Traditionally the jump limit has been 100D, if you're beyond that then you're beyond the object's jump influence - so where's this 0.5 parsec thing suddenly come from?
Randy's right - there's no reason why jumping to a planet within a system from elsewhere in a system should be any harder than jumping to a planet outside of a system. If it was, then the Terrans sure as hell wouldn't have done it so much when they were doing their in-system jumps.
captainjack23 said:EDG said:captainjack23 said:A good point, indeed. However, I would argue that those microjumps, or any jump within, a system would fall under the rubric of a mass-mass jump; They are all within .5 parsec of an H burning star.(assuming sol at the center of the hex).
So you need a stellar mass at the other end to jump to, except if you're jumping within the same system? That's awfully convenient all of a sudden. Traditionally the jump limit has been 100D, if you're beyond that then you're beyond the object's jump influence - so where's this 0.5 parsec thing suddenly come from?
The point .5 parsec thing is 1/2 a hex assuming sol at the center...its just saying "within the same hex". The 100D effect isn't stated as involved in mass-mass jump calculations, to my knowledge.
Randy's right - there's no reason why jumping to a planet within a system from elsewhere in a system should be any harder than jumping to a planet outside of a system. If it was, then the Terrans sure as hell wouldn't have done it so much when they were doing their in-system jumps.
Yes, he may be, barring a definitive statement from an author, but its not proven by that - there's a stellar mass at both ends of a microjump -it's just the same star...they are still separated by the week in hyperspace, and I can't see why the mass-mass has to apply only to two different stars -how does the math know ? If it fits the calculation, it fits the calculation.
EDG said:The thing is, if one is going to argue about canon then one has to argue about whatever is explicitly stated in the rules, not any extra interpretations that one adds to what is said.
EDG said:DN states that all ships can jump without using a printed jump route (i.e. between two stars), and so it means exactly that.
EDG said:It doesn't mean that they can't jump into empty hexes, and it doesn't mean that they can't jump from empty hexes either, because the rule doesn't explicitly mention that those are not allowed. The one and only valid interpretation of that rule is that ships in DN can jump without using a jump route.